System and method for modifying virtual objects in a virtual environment in response to user interactions

ABSTRACT

The methods, systems, techniques, and components described herein allow interaction volumes of virtual objects in a virtual environment, such as a Virtual or Augmented Reality environment, to be modified based on user interactions taken on virtual frames created for those virtual objects. A user interaction element of a virtual frame may receive a user interaction. The user interaction may comprise one or more instructions to modify the size, shape, or other visual property of the virtual object. For example, the user interaction may comprise one or more instructions to change a size of the virtual object while maintaining a scale of the virtual object. In response to the user interaction, visual properties of the virtual frame and/or the virtual object may be modified. Interaction volumes of component elements of the virtual frame as well as interaction volumes of the virtual object may be modified in response to the user interaction.

FIELD

The disclosure relates to modifying properties of virtual objects in a virtual environment, such as a Virtual Reality (VR) environment or an Augmented Reality (AR) environment, in response to user interactions taken in the virtual environment.

BACKGROUND

When representing virtual objects in a virtual environment, such as a VR environment or an AR and/or mixed reality environment, it is often difficult to model interactions with the virtual objects. As examples, a user may wish to translate, rotate, stretch, compress, deform, etc. a virtual object in a virtual environment. It may be desirable for virtual environments to be equipped with technologies that accurately model the user's actions against a virtual object, or else the virtual environment may not be realistic or credible. However, it is often difficult to model virtual object(s) in a virtual environment so that user interactions with the virtual object appear natural and/or fluid to the user. This problem and/or other problems may persist when attempting to accurately translate, rotate, and/or modify the size of virtual objects, either with or without scaling the virtual objects. These problems may persist in VR environments where the virtual object does not correspond to a physical object as well as AR environments where the virtual object may correspond to a physical object.

SUMMARY

The methods, systems, techniques, and components described herein allow interaction volumes of virtual objects in a virtual environment, such as a Virtual Reality (VR) environment or Augmented Reality (AR) environment, to be modified based on user interactions with virtual frames created for those virtual objects. The modifications may comprise accurate renderings of changes to virtual objects, and the modifications may be me made in a fashion that appears natural to a user. A user interaction element of a virtual frame may receive a user interaction against that user interaction element (e.g., a gesture). The user interaction may result in the execution of one or more instructions to modify the size, shape, or other visual property of the virtual object. As an example, the user interaction may comprise one or more instructions to change a size of the virtual object while maintaining a scale of the virtual object. In response to the u interaction, visual properties of the virtual frame and/or the virtual object may be modified. Interaction volumes of component elements of the virtual frame (e.g., primitive line elements that are used as the basis of the virtual frame) as well as interaction volumes of the virtual object may be modified in response to the user interaction.

Various implementations may provide for methods, systems, techniques, and/or components for modifying an interaction volume of a virtual object in a virtual environment in response to a user interaction. A virtual frame for the virtual object may be obtained. The virtual frame may include a frame boundary that may be composed of one or more primitive virtual elements that may have spatial dimensions and associated with at least a portion of the interaction volume of the virtual object. The interaction volume of the virtual object may define an area of interactivity with the virtual object. The virtual frame may further include a modification element associated with at least a portion of the virtual object, the modification element being used to modify a rendering of the virtual object in the virtual environment. The user interaction on the modification element may be received. In some implementations, the user interaction may correspond to a request to modify the rendering of the virtual object. In some implementations, one or more of the following may be modified in accordance with the request: the spatial dimensions of the one or more of the primitive virtual elements of the frame boundary of the virtual frame, the rendering of the virtual object, and the interaction volume of the one or more of the primitive virtual elements of the frame boundary of the virtual frame.

In some implementations, the shape boundary of the virtual shape may be associated with one or more primitive virtual elements. The one or more primitive virtual elements may have a spatial dimension and an interaction volume, the interaction volume defining an area of interactivity with the one or more primitive virtual elements. A virtual frame may be formed for the virtual object. The virtual frame may be based on the shape boundary and being formed from the one or more primitive virtual elements, the virtual frame further having a frame boundary corresponding to the shape boundary, and the virtual frame having an interaction volume based on the interaction volumes of the one or more primitive virtual elements.

In some implementations, the virtual frame may comprise a polygon and the one or more primitive virtual elements comprise line primitive elements configured to form the boundaries of the polygon. The polygon may comprise a rectangle. The line primitives configured to form the boundaries of the polygon may each have an interaction volume associated with them.

In various implementations, the modification element may comprise opposite ends of the virtual frame, may be related or associated with the interactive volumes of the primitives that comprise the frame, and the user interaction may correspond to a request to move the opposite ends along an axis separating the opposite ends. In some implementations, the user interaction may comprise either an inward movement of the opposite ends toward one another, or an outward movement of the opposite ends away from each other.

In some implementations, the virtual frame may comprise a polygon and the one or more primitive virtual elements comprise line primitive elements configured to form the boundaries of the polygon, the modification element may comprise a corner of the virtual frame (e.g., the corner coupling two of the line primitive elements in a virtual frame to one another), and the user interaction may correspond to a request to move the corner along an axis coupling the corner to a center of the virtual frame. For example, the user interaction may correspond to an inward movement of the corner toward a center of the virtual frame, or an outward movement of the corner away from the center of the virtual frame. In various implementations, a distance between the corner and a location of the user interaction may be identified. A virtual tension may be assigned to the location of the user interaction based on the distance. The spatial dimensions of the one or more primitive virtual elements may be modified based on the virtual force.

In various implementations, the virtual frame may be based upon a polygon that corresponds to the shape of the virtual object, and the one or more primitive virtual elements comprise line primitive elements configured to form the boundaries of the polygon. The modification element may be associated with the interaction volumes of the primitives comprising the virtual frame. The modification element may comprise a corner of the virtual frame (e.g., the corner coupling two of the line primitive elements in a virtual frame to one another). The user interaction may correspond to a request to resize the virtual frame using a pivot point at a center of the virtual frame. The pivot point may have a force that in turn conflicts with the force applied at the modification element.

In some implementations, the virtual frame may be based upon a polygon that corresponds to the shape of the virtual object and the one or more primitive virtual elements comprise line primitive elements configured to form the boundaries of the polygon. The modification element may be associated with the interaction volumes of the primitives comprising the virtual frame. The modification element may comprise an edge of the virtual frame (e.g., the edge corresponding to one of the line primitive elements in the virtual frame). The user interaction may correspond to a request to resize the virtual frame using a pivot point at a center of the virtual frame.

In various implementations, interaction with the modification element in the virtual environment may result in the display of virtual feedback to the user—for example, in response to receiving instructions that a user interaction element is near the modification element (e.g. the display of color, or a change in color). As an example, user interaction with the modification element may result in feedback using the techniques described in U.S. Prov. Pat. App. Ser. No. 62/296,480, entitled, “Virtual Image Interaction Feedback,’ filed Feb. 17, 2016, which is hereby incorporated by reference herein.

In some implementations, the modification element may allow for change a size or a shape in response to receiving instructions that a user interaction element is near the modification element.

The following detailed description is merely exemplary in nature and is not intended to limit the described implementations (examples, options, etc.) or the application and uses of the described implementations. As used herein, the word “exemplary” or “illustrative” means “serving as an example, instance, or illustration.” Any implementation described herein as “exemplary” or “illustrative” is not necessarily to be construed as preferred or advantageous over other implementations. All of the implementations described below are exemplary implementations provided to enable making or using the implementations of the disclosure and are not intended to limit the scope of the disclosure. For purposes of the description herein, the terms “upper,” “lower,” “left,” “rear,” “right,” “front,” “vertical,” “horizontal,” and similar terms or derivatives thereof shall relate to the examples as oriented in the drawings and do not necessarily reflect real-world orientations unless specifically indicated. Furthermore, there is no intention to be bound by any expressed or implied theory presented in the following detailed description. It is also to be understood that the specific devices, arrangements, configurations, and processes illustrated in the attached drawings, and described in the following specification, are exemplary implementations (examples), aspects and/or concepts. Hence, specific dimensions and other physical characteristics relating to the implementations disclosed herein are not to be considered as limiting, except in the context of any claims which expressly state otherwise. It is understood that “at least one” is equivalent to “a.”

The aspects (examples, alterations, modifications, options, variations, implementations and any equivalent thereof) are described with reference to the drawings; it should be understood that the descriptions herein show by way of illustration various implementations in which claimed inventions may be practiced and are not exhaustive or exclusive. They are presented only to assist in understanding and teach the claimed principles. It should be understood that they are not necessarily representative of all claimed inventions. As such, certain aspects of the disclosure have not been discussed herein. That alternate implementations may not have been presented for a specific portion of the invention or that further alternate implementations which are not described may be available for a portion is not to be considered a disclaimer of those alternate implementations. It will be appreciated that many implementations not described incorporate the same principles of the invention and others that are equivalent. Thus, it is to be understood that other implementations may be utilized and functional, logical, organizational, structural and/or topological modifications may be made without departing from the scope and/or spirit of the disclosure.

These and other objects, features, and characteristics of the present disclosure, as well as the methods of operation and functions of the related components of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of any limits. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an example of a virtual environment management system, in accordance with one or more implementations.

FIG. 2 illustrates an example of a force diagram showing manipulation of virtual input/output (I/O) elements using forces, in accordance with one or more implementations.

FIGS. 3A, 3B, 3C, 3D, 3E, and 3F show examples of primitives that may be used to build virtual elements, in accordance with one or more implementations.

FIG. 4 illustrates an example of a boundary of an interactive volume of a primitive, in accordance with one or more implementations.

FIG. 5 illustrates an example of application of one or more primitives to content, in accordance with one or more implementations.

FIGS. 6A and 6B illustrate examples of application of sensor inputs, vectors, and primitives to content, in accordance with one or more implementations.

FIGS. 7A, 7B, 7C, 7D, 7E, and 7F illustrate screen captures of a virtual environment modeling system used to model creation of a virtual frame for a virtual object in a virtual environment, in accordance with some implementations.

FIGS. 8A, 8B, 8C, 8D, and 8E illustrate screen captures of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations.

FIGS. 9A, 9B, 9C, 9D, and 9E illustrate screen captures of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations.

FIG. 10 is a flowchart showing an example of a process for interacting with virtual objects in a virtual environment, in accordance with one or more implementations.

FIG. 11 is a flowchart showing an example of a process for application of sensor inputs to a virtual object in a virtual environment, in accordance with one or more implementations.

FIG. 12 is a flowchart showing an example of a process for interacting with a virtual component in a virtual environment, in accordance with one or more implementations.

FIG. 13 is a flowchart showing an example of a process for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations.

FIG. 14 is a flowchart showing an example of a process for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations.

FIG. 15 is a flowchart showing an example of a process for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations.

FIG. 16 is a flowchart showing an example of a process for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations.

FIG. 17 shows a block diagram illustrating example components of a processing system, in accordance with some implementations.

FIGS. 18A, 18B, 18C, 18D, and 18E illustrate examples of head mounted display components of a system for displaying a virtual environment, in accordance with one or more implementations.

DETAILED DESCRIPTION Example System Architecture

FIG. 1 illustrates an example of a virtual environment management system 100, in accordance with one or more implementations. The virtual environment management system 100 may include sensor(s) 102, an interface 104, display(s) 106, input device(s) 108, processor(s) 110, and one or more datastores, including a virtual object datastore 114, a primitive datastore 116, a shape boundary datastore 118, and a user interaction datastore 120. One or more of the components shown in FIG. 1 may be coupled to one another or to components not explicitly shown in FIG. 1.

Sensor(s) 102, Interface 104, Display(s) 106, Input Device(s) 108, and Processor(s) 110

The sensor(s) 102 may include one or more devices that obtain data about a physical property (light, motion, distance, sound, heat, pressure, magnetism, etc.) in the physical world and provide one or more components of the virtual environment management system 100 with a signal that represents the data. In some implementations, the sensor(s) 102 include a motion sensor that senses movement of a user or of a component of the virtual environment management system 100. The sensor(s) 102 may also include an Inertial Measurement Unit (IMU), an accelerometer, a gyroscope, etc. that senses translational and/or rotational motion by a user or of a component of the virtual environment management system 100. In some implementations, the sensor(s) 102 include a camera that gathers images of a physical environment surrounding a user or a component of the virtual environment management system 100. The camera may comprise a still camera that captures still images of the physical environment or a motion camera that captures videos or other motion pictures of the physical environment. In various implementations, the sensor(s) 102 comprise a depth-camera. A “depth-camera,” as used herein, may refer to a device or a component that has the capability to capture still and/or moving images, and has the ability to sense distances of objects away from it.

In various implementations, the sensor(s) 102 may form a part of a Virtual Reality (VR) system that senses the physical environment around a user. In some VR implementations, the sensor(s) 102 may include accelerometers, gyroscopes, etc. that provide movement data related to how a user is moving; the movement data may be used as the basis of perspectives, etc. used in a virtual environment managed by the VR system. A “virtual environment,” as used herein, may refer to a virtual space that represents an environment, real or imaginary, and simulates a user's presence in a way that allows the user to interact with the environment. An example of a virtual environment is a VR environment. A virtual environment may, but need not, contain “virtual objects,” which as used herein, may refer to any objects that are displayed in the virtual environment but are not part of the physical world. A “virtual element” may include an element used to build or otherwise make up a virtual object. Virtual elements and/or virtual objects may be assembled from primitives, discussed further herein. As also discussed further herein, the virtual environment may facilitate interactions with virtual objects. Examples of interactions include moving, resizing, rotating, etc. the virtual objects within the virtual environment. It is further noted that a “real world object” may comprise any object in the physical world, and may include animate items, inanimate items, physical objects/elements used to form the basis of a point cloud, etc.

In some implementations, the sensor(s) 102 may form a part of an Augmented Reality (AR) system that uses a virtual environment to augment a physical environment to create an augmented and/or “mixed reality” environment. An “augmented environment,” as used herein, may refer to a space that represents a virtual environment that is superimposed over a perspective of a physical environment around a specific user. An augmented environment may include attributes of a virtual environment, including virtual objects superimposed over portions of the physical environment. In some implementations, an augmented environment may represent physical objects in the physical world as virtual objects in the augmented environment. The virtual objects may, but need not, appear to a user to be different from the physical objects that the virtual objects correspond to in the virtual environment. As an example, a virtual object representing a computer screen in an augmented environment may have the same size dimensions, etc. as the physical object (i.e., the computer screen); however, the virtual object may also have different size dimensions, etc. than the physical object. As discussed further herein, the augmented environment may facilitate interactions with virtual objects. Examples of interactions include moving, resizing, rotating, etc. the virtual objects within the augmented environment.

In some VR and/or AR implementations, the sensor(s) 102 may include IMUs, accelerometers, gyroscopes, etc. that provide movement data related to how a user is moving; the movement data may be used as the basis of perspectives, etc. used in an augmented environment. Further, in these AR implementations, the sensor(s) may comprise a depth-camera used in an AR system to capture still and/or moving images of the physical environment and to provide distances of objects away from the depth-camera for use in the AR environment.

The interface 104 may comprise any computer-readable medium that couples the other components of the virtual environment management system 100 to one another. In some implementations, at least a portion of the interface 104 includes a bus or other data conduit or data plane. In some implementations, at least two components of the virtual environment management system 100 are co-located on a single digital device. Further, in various implementations, at least a portion of the interface 104 includes a computer network or a part of a computer network. In various implementations, at least two components of the virtual environment management system 100 are located on different digital devices that are coupled to one another by the computer network. It is noted that the computer network may include a wireless or a wired back-end network or a Local Area Network (LAN). In some implementations, the computer network encompasses a relevant portion of a Wide Area Network (WAN) and/or other network.

The display(s) 106 may include one or more devices that display images and/or other data to a user. In some implementations, the display(s) 106 are implemented using Cathode Ray Tube (CRT), Plasma Display, Liquid Crystal Display (LCD), Light Emitting Diode (LED) technologies, and/or fiber optic projector systems. The display(s) 106 may be configured to display a virtual environment, either alone (in replacement of the real world environment), or in an augmented environment. In some implementations, the display(s) 106 displays virtual objects, interactions with virtual objects, etc. In some implementations, the display(s) 106 comprise at least a portion of the input device(s) 108 as discussed further herein.

The virtual environment management system 100 may, but need not include one more input device(s) 108. The input device(s) 108 may include one or more devices that receive user input from a user. The input device(s) 108 may comprise physical keyboards, joysticks, mice, trackpads, other peripherals, and/or portions of a touchscreen display. As an example, the input device(s) 108 may, in some implementations, comprise portions of touch-screen displays that facilitate and/or initiate interactions with virtual environments supported by the systems and methods herein.

The processor(s) 110 may be configured to provide information processing capabilities in the virtual environment management system 100. In some implementations, the processor(s) 110 may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information.

Although processor(s) 110 is shown in FIG. 1 as a single entity, this is for illustrative purposes only. In some implementations, processor(s) 110 may include a plurality of processing units (e.g., a plurality of CPUs and/or GPUs). These processing units may be physically located within the same device, or processor(s) 110 may represent processing functionality of a plurality of devices operating in coordination. The processor(s) 110 may be configured to execute one or more computer-readable instructions 140. In some implementations, the processor(s) 110 is configured to execute the computer-readable instructions 140 by software, hardware, firmware, or some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor(s) 110.

Computer-Readable Instructions 140

The computer-readable instructions 140 may include a display management component 122, a sensor management component 124, a user interaction management component 126, a physics system management component 128, a virtual frame creation component 130, a virtual frame management component 132, and a virtual frame modification component 134.

It should be appreciated that although the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and the virtual frame modification component 134 are illustrated in FIG. 1 as being co-located within a single processing unit (e.g., the processor(s) 110), in implementations in which processor(s) 110 includes multiple processing units, one or more of the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and the virtual frame modification component 134 may be located remotely from the other components.

The description of the functionality provided by the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and the virtual frame modification component 134 described herein is for illustrative purposes, and is not intended to be limiting, as any of the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and the virtual frame modification component 134 may provide more or less functionality than is described. For example, one or more of the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and/or the virtual frame modification component 134 may be eliminated, and some or all of its functionality may be provided by one or more of the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and/or the virtual frame modification component 134. As another example, processor(s) 110 may be configured to execute one or more additional components that may perform some or all of the functionality attributed herein to one of the display management component 122, the sensor management component 124, the user interaction management component 126, the physics system management component 128, the virtual frame creation component 130, the virtual frame management component 132, and the virtual frame modification component 134.

In some implementations, the computer-readable instructions 140 provide instruction to operate one or more applications including an operating system, a virtual 3D environment application, a physics engine and/or a user interaction engine (e.g., if not included in the 3D environment application, various drivers (e.g., for the interfaces and communications of the system) in addition to other programs, for example, a browser application.

Display Management Component 122

The display management component 122 may include computer-readable instructions configured to manage the display(s) 106. In some implementations, the display management component 122 includes instructions for addressing portions of the display(s) 106 to display specific aspects of a virtual environment, either alone, or as part of an augmented environment. For example, the display management component 122 may include instructions to address specific pixels of the display(s) 106 with specific colors, images, virtual objects, etc. that are provided to the user as part of a virtual environment. In various implementations, the display management component 122 selects specific colors, images, virtual objects, etc. based on attributes of the physical environment surrounding a user to implement an augmented environment. In various implementations, the display management component 122 selects specific colors, images, virtual objects, etc. based on a state of a virtual environment and/or user interactions taken (e.g., user interactions taken on virtual objects) in the virtual environment.

Sensor Management Component 124

The sensor management component 124 may include computer-readable instructions configured to manage the sensor(s) 102. The sensor management component 124 may be coupled to graphics processing hardware, software, and/or firmware for processing images, and/or other hardware, software, and/or firmware for processing other forms of sensor data. In various implementations, the sensor management component 124 obtains image, depth, and/or other data from the sensor(s) 102 and extracts image information, depth and/or other positional information, etc. from the data. The sensor management component 124 may provide the extracted information to the physics system management component 128 and/or other components of the virtual environment management system 100.

User Interaction Management Component 126

The user interaction management component 126 may include computer-readable instructions configured to manage user interactions from devices that can receive user interactions, including but not limited to the input device(s) 108 and/or other devices coupled to the virtual environment management system 100. In some implementations, the user interaction management component 126 is coupled to peripheral processing hardware, software, and/or firmware that manages the devices that receive user interactions. The user interaction management component 126 may provide to the physics system management component 128 any user interaction data that is based on user input into the devices that receive user interactions. “User interaction data,” as discussed herein, may refer to user input into the devices that receive user interactions, the input allowing a user to interact with at least a portion of a virtual environment supported by the virtual environment management system 100. In some implementations, the user interaction data comprises interactions with at least portions of a virtual environment, such as interactions with virtual objects in a virtual environment. The virtual environment may, but need not, be incorporated in an augmented environment, as discussed further herein. In some implementations, the user interaction management component 126 may recognize and/or receive one or more “gestures,” or user interactions that can be recognized as specific attempts to interact with the virtual environment.

In some implementations, the user interaction data managed by the user interaction management component 126 may be based on sensor data from the sensor(s) 102 and/or managed by the sensor management component 124. The sensor data may be based on images taken, e.g., by a still or motion camera coupled to and/or implemented by the sensor(s) 102. The sensor data may be based on depth points (e.g., points along a line orthogonal to the sensor(s) 102) taken by a depth-sensor coupled to and/or implemented by the sensor(s) 102. In various implementations, the sensor data is taken from gyroscopes, accelerometers, and/or other motion sensors coupled to and/or implemented by the sensor(s) 102.

In various implementations, the user interaction management component 126 identifies portions of the virtual environment that correspond to specific user interactions. The user interaction management component 126 may identify where sensor data obtained from the sensor(s) 102 and/or managed by the sensor management component 124 is to be projected into a virtual environment managed by the virtual environment management system 100. As examples, the user interaction management component 126 may identify if/whether specific user interactions or gestures are related to known virtual points, etc. in the virtual environment. The user interaction management component 126 may further identify whether these virtual points correspond to locations of virtual objects, virtual frames, etc. in the virtual environment. In various implementations, the user interaction management component 126 may modify a state, a property, etc. of a virtual object, virtual frame, etc. based on one or more user interactions. The user interaction management component 126 may, for instance, modify an interactive volume of a virtual object and/or a virtual frame based on user interaction data.

Physics System Management Component 128

The physics system management component 128 may include computer-readable instructions configured to manage a physics system for a virtual environment supported by the virtual environment management system 100. A “physics system,” as used herein, may refer to a set of rules that govern physical relationships of virtual objects in the virtual environment. In some implementations, the physics system implemented by the physics system management component 128 may implement rules for force determination in the virtual environment, rules to select and/or manage primitives that form the basis of virtual objects in the virtual environment, rules to define interactive volumes of virtual objects in the virtual environment, and/or rules that allow for and/or define manipulation of virtual objects in the virtual environment.

Force Determinations by Physics System Management Component 128

In some implementations, the physics system management component 128 implements force determinations for virtual objects in a virtual environment. In various implementations, the physics system management component 128 gathers virtual objects from the virtual object datastore 114, and implements force determinations on these virtual objects based on rules assigned to those virtual objects and/or user interaction data from the user interaction management component 126.

One example of the types of force determinations that may be applied includes force determinations based on virtual electromagnetic forces between virtual objects in the virtual environment. Though the discussion herein discusses force determinations based on virtual electromagnetic forces (e.g., on Coulomb's Law) in greater detail, it is noted that the physics system management component 128 may determine virtual forces between virtual objects based on any virtual physical forces and/or other forces, including but not limited to virtual gravitational forces, virtual thermodynamic forces, virtual chemical forces, virtual atomic weak forces, virtual atomic strong forces, etc.

As a result, in some implementations, the physics system management component 128 determines forces between virtual objects based on virtual electromagnetic forces between the virtual objects. Turning to FIG. 2, FIG. 2 shows an illustration 200 of an example of how force may be applied to virtual elements and/or virtual objects. By assigning a charge to a point associated with a virtual element and a separate charge to a point of input associated with a real world element and/or real-world object detected by a sensing device, the elements' interaction can be governed by Coulomb's Law, which models the electric forces between two charges. For example, the magnitude of the electrostatic force of interaction between two point charges can be programmed to be directly proportional to the scalar multiplication of the magnitudes of charges and inversely proportional to the square of the distance between them. The force is applied along the straight line joining the points. If the two points have the same charge (e.g., positive and positive), the virtual electrostatic force between them is repellant (e.g., the points try move away from one another); if the two points have different charges (e.g., positive and negative), the virtual force between them is attractive (e.g., the points try to move towards one another), as shown in FIG. 2.

Coulomb's law can be stated as a mathematical expression. The scalar and vector forms of the mathematical equation are given by:

$\begin{matrix} {{F} = {k_{e}\frac{{q_{1}q_{2}}}{r^{2}}}} & {{Equation}\mspace{14mu} 1} \\ {and} & \; \\ {{{F} = {k_{e}\frac{{q_{1}q_{2}}}{{r_{21}^{2}}}r^{\; 21}}},} & {{Equation}\mspace{14mu} 2} \end{matrix}$

respectively, where k_(e) is Coulomb's constant k_(e)=8.9875×10⁹ N·m²·C^(−Z) and q₁ and q₂ are the signed magnitudes of the charges, the scalar r is the distance between the charges, the vector r₂₁=r₁−r₂ is the vectorial distance between the charges, and

$\begin{matrix} {r^{\; 21} = {\frac{r_{21}}{r_{21}}\mspace{11mu} {\left( {a\mspace{14mu} {unit}\mspace{14mu} {vector}\mspace{14mu} {pointing}\mspace{14mu} {from}\mspace{14mu} q_{2}\mspace{14mu} {to}\mspace{14mu} q_{1}} \right).}}} & {{Equation}\mspace{14mu} 3} \end{matrix}$

For example, as shown in FIG. 2, if q₂ represents a point charge of an input from a sensor (e.g., a depth sensor) corresponding to a coordinate from a point cloud associated with a real world element, and q₁ is a point charge associated with the virtual element, then the vector form of the equation calculates the force F₁ applied on q₁ by q₂. The determined force can be applied to the virtual element according to one or more properties associated with the virtual element. In one implementation, a derivative of Coulomb's law is applied to simplify the computation of force applied to a virtual element. For example, the constant k_(e) and q₁ can be replaced by a single constant K, if the point charges on the primitive are constant at that instance, which is given by:

$\begin{matrix} {{F_{1}} = {K\frac{q_{2}}{{r_{21}}^{2}}r^{\; 21}}} & {{Equation}\mspace{14mu} 4} \end{matrix}$

Furthermore, other force mapping functions can be used to compute force applied to a virtual element—for example, to create a different behavior resulting from the force interaction. For example, the distance may be mapped to the force computation using a reciprocal function (e.g., Fα1/r⁴) to obtain a faster rate of force application (e.g., when a faster response time is desired form a force interaction).

Use of Primitives by the Physics System Management Component 128

Returning to FIG. 1, in some implementations, the physics system management component 128 may access a data file in the primitive datastore 116 that contains primitives corresponding to virtual elements and/or virtual objects. Virtual elements may be expressed as one or more primitives. The data file may store one or more primitives, coordinates, assigned content and/or graphics corresponding to virtual elements modeled in the 3D virtual environment. In one example, primitives may be thought of building blocks of virtual elements in the 3D virtual world. Primitives include a number of parameters, which may be assigned according to the properties desired for the corresponding virtual element. For example, parameters may include at least a type, a charge, a field, a size, one or more constraints, and coordinates. A charge combined with a field describes an interactive volume of a virtual element.

A primitive's “type,” as used herein, may include an identifier (ID) specifying the geometry of the primitive. Types of primitives include a point, a line or a line segment, a plane (or subset of a plane with a boundary condition, such as a circle or rectangle), an ellipsoid (e.g., a sphere), a cylinder, and a torus, which are described in more detail below. The geometric models may be specified by piece-wise parametric equations corresponding to a shape and/or a size of the primitive.

In some implementations, the charge parameter of a primitive may be positive, negative, or no charge (e.g., 0)) and have a magnitude (e.g., 0<q<100). If the charge of the virtual element is the same as the charge associated with a point from a sensor input, then the force applied by the sensor input on the virtual element may be repellant, and if the charge of the virtual element is the opposite to the charge associated with a point from a sensor input, then the force applied by the sensor input on the virtual element may be attractive, for instance. In some implementations, a primitive may have multiple charges.

A “field” of the primitive, as used herein, may define an interactive boundary, or area of interactivity, of the primitive within the virtual environment. When the field is combined with a charge, it may define an “interactive volume” that specifies interaction with translated real world objects. In one example, the field parameter (e.g., 0 cm<d_(f)<=10 cm) is a distance d measured by a line segment of length d orthogonal to the core of the primitive at which, when coordinates of a sensor input are determined to be within it, the primitive becomes interactive (e.g., responds to forces acting on the primitive according to a charge associated with the field). Alternatively, the distance d_(f) may be measured as a line segment of length d orthogonal to a core associated with the virtual element. When coordinates of a sensor input are determined to be within the boundary defined by the parameter, virtual object becomes active or interactive and is capable of responding in a defined manner to the sensor input (e.g., responsive to the application of force from the sensor input according to a charge associated with the field).

A primitive may have multiple interactive volumes. In some implementations, a primitive has at least two interactive volumes. For example, a primitive may have a first charge (e.g., zero charge) that is applied from the core to a first field distance, and a second charge (e.g., a positive or negative charge) that is applied between the first field distance and a second field distance. To continue the example, from the core to a first distance (e.g., 0 cm<=d_(fcore)<=5 cm), the primitive can have a zero charge to generate a neutral interactive volume. Within the neutral interactive volume, no forces are applied to the virtual element associated with the primitive, and thus no force computation is performed. In some implementations, providing a neutral interactive volume around the core of a primitive prevents an infinite amount of force from being applied to the primitive and its related virtual element; for example, at an instance due to an attempt to divide by zero during a force calculation, which can result in unwanted manipulation of a virtual element. In an example, the neutral interactive volume may be roughly correlated to the visual size or portion of the rendering of a virtual element as it appears to a user. In addition, from the first distance to the second distance (e.g., 5 cm<d_(fforce)<=10 cm), the field has a charge (e.g., positive or negative) that creates a repellant interactive volume (e.g., charge of field is same as charge associated with a sensor input) or an attractive interactive volume (e.g., charge of field is opposite to a charge associated with a sensor input) that governs the way that applied force (as defined by the sensor input) acts on the primitive. Beyond the second distance, the primitive is inactive. Examples of these interactive volumes are shown in conjunction with the primitives illustrated in FIGS. 3A, 3B, 3C, 3D, 3E, and 3F.

In some implementations, a primitive has three interactive volumes: an inner neutral interactive volume, an intermediate repellant interactive volume, and a third outer attractive interactive volume. In this example, the combination of interactive volumes allows a virtual element to be moved and “held” in space as the attraction and repellent forces balance in an equilibrium state (e.g., the force of repulsion is substantially equal to the force of attraction at a specified distance from the core). An example of a primitive with three interactive volumes configured in this fashion is shown in FIG. 3F. For example, assume a primitive has neutral interactive volume (e.g., 0 cm<=d_(fcore)<=5 cm, charge=zero), a repellant interactive volume (e.g., 5 cm<d_(frepel)<=10 cm charge=positive), and an attractive interactive volume (e.g., 10 cm<d_(fattract)<=20 cm charge=negative), and a sensor input has a positive charge. As a sensor input coordinates move within a distance of 20 cm of the primitive, the primitive experiences an attractive force and moves toward the sensor input. As long as the sensor input maintains a distance (e.g., 10 cm<d_(sensorinput)<=20 cm), the primitive continues to be attracted or move towards the sensor input. If the sensor input remains in place over time, the primitive continues to be attracted and moves towards the coordinates of the sensor input until the distance from the core of the primitive reaches 10 cm. At this point, the object stops, as the attractive force generated by the attractive interactive volume equals the repellant force generated by the repellant interactive volume. In this sense, a virtual element is held in the virtual space. If the sensor input coordinates move within 10 cm, the primitive experiences a repellant force and movers away from the coordinates of the sensor input, giving the primitive the appearance of body or substance to the user. As long as the sensor input maintains a distance (e.g., 5 cm<d_(sensorinput)<=10 cm), the primitive continues to be repelled and moves away from the sensor input. If the sensor input moves within 5 cm no force is applied to the primitive, for example, to prevent unwanted force calculations and/or virtual element manipulation.

For example, if points from a depth camera related to the sensor(s) 102 correspond to a user's hand and the primitive described in the previous paragraph (e.g., the discussion related to FIG. 3F) is incorporated into a virtual element in a virtual 3D space, the user may reach towards the virtual element, breaking the outer interactive volume of an associated primitive, and causing the virtual element to be attracted to the user's hand to the point of equilibrium between the attractive and repellent interactive volumes associated with the primitive (i.e., until it is within 10 cm of the translated coordinates of the user's hand), at which point the virtual element will come to rest. If the translated coordinates of the user's hand maintain this distance relative to the virtual element, the virtual element moves with the translated hand as long as this distance is maintained. In this manner, a user may “hold” the element. For example, when in this “hold” position, if the user's hand moves closer to the virtual element, the virtual element will move away of the user's hand, seemingly responding to the movement of the user's hand as it appears to hold the virtual element. Conversely, if the user moves his or her hand away from the virtual element with sufficient velocity, the sensor points representing the user's hand will leave the attractive interactive volume around the virtual object, and the hand will appear to release or shake off its hold of the virtual element.

In an example, a virtual element may be held using two forces (e.g., a neutral interactive volume surrounded by an attractive interactive volume) in a similar manner; however, in this instance, the virtual element can be penetrated (e.g., as there is no repellant interactive volume).

Visual parameters of the primitive may be used to define the visual properties of the primitive. For example, a size, color, and a texture parameter may be provided and used in rendering of the primitive in the virtual 3D space. In addition, a link, identifier, or pointer may be used to associate and/or map virtual content to the primitive. For example, graphics of a web page may be mapped to a panel primitive simulating a virtual 3D multi-touch pad, while allowing user interactions—including a click or other gesture—as inputs on a virtual web panel.

“Constraints” of the primitive can be used to define how the primitive responds to forces exerted on the primitive when the primitive is active. For example, a force vector and a constraint (among other parameters) may be input to a physics engine or other logic program to simulate the dynamics of the virtual 3D environment and to determine a response of the primitive to the application of the force. Examples of constraint parameters may include: drag, angular drag, mass, and center of mass, and trajectory. Drag is the force exerted in the direction opposite to the translation velocity of a primitive (e.g., 0<dragx<1, 0<dragy<1, 0<dragz<1). Angular drag is the force applied in the direction opposite to the rotational velocity of a primitive (e.g., 0<dragangular<1). Mass is the resistance of the primitive to being accelerated by a force applied to the primitive. In one example, the mass of a virtual element in the 3D virtual space may be 0.1 kg<mass<10 kg; however, other amounts and units of measurement may be used. Center of mass is the point (e.g., cm=(x, y, z)) of the primitive where a force may be applied causing the primitive to move in the direction of the applied force without rotation. Trajectory is a pre-defined path an object can travel in a 3D virtual space, and it constrains the possible movement of the 3D virtual object (e.g., moving on a curve). In addition, the primitive has coordinates (e.g., p₁=(x, y, z)) associated therewith to define its position in a virtual space and where the primitive is rendered for display.

Interactive Volumes and Interactivity by Physics System Management Component 128

Returning to FIG. 1, in some implementations, the physics system management component 128 implements interactive volumes and/or interactivity. As discussed herein, primitives can be assigned an interaction volume that forms an interactive boundary that is used to determine whether—and under what circumstances—a primitive is interactive (e.g., the primitive may respond to a force based on its associated properties). For example, the interaction volume can be expressed by at least one distance parameter d_(f) and an associated charge. The distance defines a boundary formed around the primitive at the distance d_(f) measured orthogonally from the core of a primitive. In another example, the interaction volume can be expressed by multiple boundaries d_(inner) and d_(outer) (e.g., d_(inner)<d_(f)<=d_(outer)) measured orthogonally from the core of a primitive and a charge. Examples of interaction volumes in relation to various sensor input points are illustrated in FIGS. 3A, 3B, 3C, 3D, 3E, and 3F for the various primitive types. When one or more sensor inputs (e.g., coordinates of a point from the point cloud associated with a real world element) are within the boundary defined by the interaction volume, the primitive becomes interactive and force may be applied to the primitive. Thus, in one example, the interaction volume boundary can reduce the computational burden associated with processing of virtual elements in a virtual 3D space by only determining forces and/or other computations associated with virtual element that is within range of a point cloud. As a result, any point cloud that is not within the boundary of the interaction volume is not involved in any computation associated with the virtual elements.

FIG. 4 illustrates an example 400 of a boundary of an interactive volume of a primitive, in accordance with one or more implementations. Included in FIG. 4 is a primitive 401. In this example, the primitive 401 may be interactive when the distance ds, corresponding to the length of a straight line segment orthogonal to a point on the core of the primitive extending from the point on the core to the coordinates of the point associated with an input from a sensor, is less than d_(f). FIG. 4 illustrates one example of this determination for a line primitive. As shown in FIG. 4, a line primitive is expressed by two points p₁ (x₁, y₁, z₁) and p₂ (x₁, y₁, z₁) on the line segment 301. p_(input) (x_(input), y_(input), z_(input)) represents the input point from a sensor corresponding to a real world object. The shortest distance d_(s) from p_(input) to the line segment may be determined as:

$\begin{matrix} {d_{s} = \frac{{\left( {p_{input} - p_{1}} \right) \times \left( \left( {p_{input} - p_{2}} \right) \right.}}{{p_{2} - p_{1}}}} & {{Equation}\mspace{14mu} 5} \end{matrix}$

In this example, if d_(s)<d_(f), then primitive 401 may be interactive

Virtual Element Manipulation by Physics System Management Component 128

Returning to FIG. 1, in some implementations, the physics system management component 128 allows virtual elements to be manipulated. The manipulation of virtual elements may, but need not, depend on interactive force determinations, properties of primitives, and/or interactive volumes/interactivity discussed further herein. As an example, FIG. 5 illustrates an example 500 of the application of primitives to define content in a virtual 3D space and therefore make the content interactive (according to the parameters assigned to any underlying primitive associated with the content). In one example, content of a graphics data file includes data to render virtual 3D graphics depicting a satellite telescope in a virtual 3D space. In order to make the content interactive in the virtual space, one or more primitives are associated with the content. In one example, primitives may be utilized in a modular fashion to emulate the perceived shape of the content and to make content interactive in the virtual world. For example, four plane primitives 501, 503, 505, 507 and a cylinder primitive 510 are mapped to the content of the graphics file to create a virtual element with a center of mass 515. Together, the primitive and the graphics content create a rigid body, in which the rotation and translations of the body are coupled.

FIG. 6A illustrates an example 600 of the rendering of the virtual element of FIG. 5 (e.g., a satellite telescope) including a visual representation of point cloud 601 derived from sensor input (e.g., depth coordinates of a hand of user). FIG. 6A shows a first orientation 600 of the satellite telescope. Force vectors 610 are illustrated as lines extending from the hand to an edge 616 of the plane primitives 507. As the point cloud of the user's hand moves towards the edge of the plane primitives 507, a force is applied to the edge causing the plane primitives 501, 503, 505, 507, and 510 and the associated content to rotate about the center of mass 516 to a new orientation 650 in the virtual space, as shown in FIG. 6B. One skilled in the art will appreciate that the illustration of the force vectors 610 as white lines is shown in FIG. 6A to aid understanding of the implementation of FIGS. 5, 6A, and 6B, and actual rendering of a virtual 3D space does not require graphic depiction of the force (much in the way force is not seen in the real world), unless depicting the force is desired in any particular application (e.g., a user tutorial on how to interact with a virtual environment). Similarly, the point cloud 601 corresponding to the sensor input does not have to be rendered or depicted unless desired. For example, in an augmented reality application, the point cloud may not be illustrated; the hand of a user may be directly viewed within the rendered virtual space interacting with the virtual elements. In another example, in a virtual reality application, the point cloud or some other visualization associated therewith can be rendered in the virtual space to aid the user in controlling, manipulating, and interacting with virtual element to show a corresponding location of the real world element and translated into the virtual world in relation to the virtual elements.

Virtual Frame Creation Component 130

The virtual frame creation component 130 may include computer-readable instructions to create virtual frames for virtual objects. The virtual frames may be based on approximate shapes of virtual objects. In some implementations, the virtual frame creation component 130 obtains shape boundaries of a virtual object from the shape boundary datastore 118. shape boundary datastore 118. The virtual frame creation component 130 may further gather primitives (e.g., line primitives) from the primitive datastore 116 to create frame boundaries that correspond to the shape boundaries of the polygon that was obtained. A primitive may have associated with it interactive volume(s), visual parameters, constraints, etc.

In some implementations, a primitive may comprise a line primitive that has associated with it three interactive volumes: a first neutral interactive volume near a central axis, a second attractive interactive volume that beings at the end of the first interactive volume and continues to a first predetermined distance orthogonal to the central axis, and a third repellant interactive volume that begins at the first predetermined distance and continues to a second predetermined distance orthogonal to the central axis of the line primitive. In some implementations, the third interactive volume is configured to change colors or display other effects (e.g., to “glow” by, e.g., using the techniques described in U.S. Prov. Pat. App. Ser. No. 62/296,480, entitled, “Virtual Image Interaction Feedback,’ filed Feb. 17, 2016) when a user is near or within it. It is noted that other types of primitives and other types of properties are possible without departing from the scope and substance of the inventive concepts described herein.

In some implementations, the virtual frame creation component 130 configures the virtual frame as a rigid body in the virtual environment. In various implementations, the virtual frame creation component 130 sets properties of the virtual frame so that any user request to translate or rotate a portion of the virtual frame causes the entire virtual frame to translate/rotate. The virtual frame creation component 130 may further set other properties of the virtual frame for usability and/or to increase the user experience with the virtual environment. As an example, the virtual frame creation component 130 may set rotational properties of the virtual frame in order to prevent the virtual frame from being rotated around any axis running through the plane of the virtual frame. As another example, the virtual frame creation component 130 may set rotational properties of the virtual frame in order to allow the virtual frame to rotate around an axis running orthogonal to the plane of the virtual frame.

In some implementations, the virtual frame creation component 130 may superimpose the virtual frame on the virtual object being modeled. The virtual frame creation component 130 may further configure parameters of the virtual environment to “lock” the virtual frame to the virtual object. More specifically, the virtual frame creation component 130 may set parameters of both the virtual frame and the virtual object so that the virtual frame and the virtual object translate and/or rotate as one unit in the virtual environment. The virtual frame creation component 130 may store the “locked” virtual frame and virtual object in any datastore, including, but not limited to the virtual object datastore 114.

In various implementations, the virtual frame creation component 130 may build the virtual frame and subsequently add the virtual object to the virtual frame. The virtual frame creation component 130 may configure parameters of the virtual environment to “lock” the virtual object to the virtual frame. The virtual frame creation component 130 may set parameters of both the virtual frame and the virtual object so that the virtual frame and the virtual frame translate and/or rotate as one unit in the virtual environment. The virtual frame creation component 130 may, but need not, store the “locked” virtual frame and virtual object in any datastore, including, but not limited to the virtual object datastore 114.

Turning to FIGS. 7A, 7B, 7C, 7D, 7E, and 7F, the figures illustrate screen captures 700 of a virtual environment modeling system used to model creation of a virtual frame for a virtual object in a virtual environment, in accordance with some implementations. The screen captures 700 may illustrate operations that the virtual frame creation component 130 may take when creating a virtual frame for a virtual object. Though the virtual object is shown as rectangular for simplicity, it is noted the virtual object may comprise any planar shape that can be bounded by a polygon and/or any other planar shape. It is further noted the virtual frame creation technique illustrated herein is by way of example only, and that the virtual frame creation component 130 may create virtual frames for virtual objects in other manners without departing from the scope and substance of the inventive concepts described herein.

Turning to FIG. 7A, the figure shows a screen capture 700A of a virtual environment modeling system used to model creation of a virtual frame for a virtual object in a virtual environment, in accordance with some implementations. The screen capture 700A shows a virtual object 702, which in this example, comprises a virtual computer screen that is represented as a virtual object in a virtual environment. As an item in the virtual environment, the virtual object 702 may have associated with it the ability to interface with a user. For example, the virtual object 702 may allow a user to virtually “touch” portions of it, and provide computer functionalities in response to those touches. The computer functionalities may include, for instance, the ability to access application and/or process functionalities, the ability to access operating system functionalities, etc. In various implementations, the virtual frame creation component 130 may identify object boundaries of the virtual object 702, and may obtain a polygon 704 that has shape boundaries that correspond to the object boundaries of the virtual object 702. In this example, the virtual frame creation component 130 may gather a rectangle from the shape boundary datastore 118 having a length and a width approximately equal to the length and width of the virtual object 702 in the virtual environment.

Turning to FIG. 7B, the screen capture 700B includes the virtual object 702 and a first line primitive 706. In some implementations, the virtual frame creation component 130 may gather from the primitive datastore 116 the first line primitive 706. Turning to FIG. 7C, the screen capture 700C includes the virtual object 702, the first line primitive 706, and a second line primitive 708. The screen capture 700D in FIG. 7D further shows the presence of a third line primitive 710, while the screen capture 700E in FIG. 7E further shows the presence of a fourth line primitive 712.

Turning to FIG. 7F, the screen capture 700F shows a virtual frame 714 created around the virtual object 702. The virtual frame 714 may have been created by the virtual frame creation component 130 based on the first line primitive 706, the second line primitive 708, the third line primitive 710, and the fourth line primitive 712. In various implementations, the virtual frame creation component 130 may “lock” the virtual frame 714 to the virtual object 702 in the virtual environment so that the virtual frame 714 and the virtual object 702 move as a rigid body in the virtual environment. Further, in some implementations, the virtual frame creation component 130 may configure the virtual frame 714 and the virtual object 702 to disallow specific types of motion (e.g., specific types of rotations that would detract from the virtual environment user experience) in the virtual environment. In various implementations, the virtual frame creation component 130 may configure properties of the virtual frame 714 to change when a user is within a specified distance of the virtual frame 714. For instance, the virtual frame creation component 130 may configure the virtual frame 714 to “glow” (by, e.g., using the techniques described in U.S. Prov. Pat. App. Ser. No. 62/296,480, entitled, “Virtual Image Interaction Feedback,’ filed Feb. 17, 2016) and/or change colors when points of a depth cloud caused by a physical object (a hand, a stylus, another physical object, etc.) are within a specified distance of the virtual frame 714 and/or are applying a virtual force to the virtual frame.

FIGS. 8A, 8B, 8C, 8D, and 8E and illustrate screen captures 800A, 800B, 800C, 800D, and 800E of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen captures 800 may illustrate specific types of user interactions that may or may not be facilitated by the virtual frame creation component 130 after the virtual frame 714 has been created for the virtual object 702. It is noted that the virtual frame creation component 130 may facilitate any combination of these user interactions, and need not facilitate some of these user interactions in some implementations. Further, in some implementations, the virtual frame management component 132 may process the user interactions against the virtual frame 714 and the virtual object 702 in the virtual environment, as discussed further herein.

Turning to FIG. 8A, the figure shows a screen capture 800A of a virtual environment modeling system used to model user interactions with the virtual frame 714 and the virtual object 702 in a virtual environment, in accordance with some implementations. The screen capture 800A further shows a user interaction element 802, modeled as a hand of a user that is seeking to interact with the virtual object 702. The user interaction element 802 may be associated with a user 822. In this example, the user 822 may be interfacing with a 3D virtual environment displayed on an output device, such as the display(s) 106. The user 822 may be provided with the virtual object 702 in the output device as a part of the 3D virtual environment supported by the output device. As an example, the virtual object 702 may “float” above the user 822 in the 3D virtual environment. The user interaction element 802 may be used to interact with the virtual object 702 in the virtual environment. In this example, the virtual frame 714 has been configured by the virtual frame creation component 130 to “glow” when the user interaction element 802 is within a specified distance 804 of the virtual frame 714. Such a feature is illustrated in FIG. 8A by a glow area 806 on the virtual frame 714 that changes colors when the user interaction element 802 is within the specified distance 804 of the virtual frame 714. The glow area 806 may also cause boundaries and/or other properties of the virtual frame 714 to change when the user interaction element 802 is within the specified distance 804 of the virtual frame 714.

Turning to FIG. 8B, the figure shows a screen capture 800B of a virtual environment modeling system used to model user interactions with the virtual frame 714 and the virtual object 702 in a virtual environment, in accordance with some implementations. In the screen capture 800B, the virtual object 702 has been configured to be locked to the virtual frame 714 by the virtual frame creation component 130. (It is noted in some implementations, the virtual frame 714 may have been configured to be locked to the virtual object 702, etc.) In the example of FIG. 8B, the user interaction element 802 may supply a first swiping motion 808 a and/or a second swiping motion 808 b to the virtual frame 714. As the virtual frame creation component 130 has locked the virtual frame 714 to the virtual object 702, the virtual object 702 and the virtual frame 714 may move together in response to the first swiping motion 808 a and/or the second swiping motion 808 b. For instance, the virtual object 702 and the virtual frame 714 may move in a first direction in response to the first swiping motion 808 a and in a second direction in response to the second swiping motion 808 b.

Turning to FIG. 8C, the figure shows a screen capture 800C of a virtual environment modeling system used to model user interactions with the virtual frame 714 and the virtual object 702 in a virtual environment, in accordance with some implementations. In the screen capture 800C, the virtual frame 714 has been configured to be locked to the virtual object 702 by the virtual frame creation component 130. In this example, the user interaction element 802 may supply a first rotating motion 810 about an axis (e.g., z axis 812) orthogonal to the plane of the virtual frame 714. The virtual frame creation component 130 may have configured the virtual frame 714 and the virtual object 702 to be rotated about the z axis 812 in accordance with the first rotating motion 810.

Turning to FIG. 8D, the figure shows a screen capture 800D of a virtual environment modeling system used to model user interactions with the virtual frame 714 and the virtual object 702 in a virtual environment, in accordance with some implementations. In the screen capture 800D, the virtual frame has been configured to be locked to the virtual object 702 by the virtual frame creation component 130. In this example, the user interaction element 802 may attempt to supply a second rotating motion 814 about an axis (e.g., x axis 816) that resides within the plane of the virtual frame 714. In this example, the virtual frame creation component 130 may have configured the virtual frame 714 and the virtual object 702 to resist rotations around the x axis 816. In some implementations, the virtual frame creation component 130 may limit any rotation about the x axis 816, while in other implementations, the virtual frame creation component 130 may allow rotations only to a specified angle, and may cause the virtual frame 714 and the virtual object 702 to return to their original orientation after the specified angle has been reached.

Turning to FIG. 8E, the figure shows a screen capture 800E of a virtual environment modeling system used to model user interactions with the virtual frame 714 and the virtual object 702 in a virtual environment, in accordance with some implementations. In the screen capture 800E, the virtual frame creation component 130 has blocked a rotation motion 820 around another axis (y axis 818) that resides within the plane of the virtual frame 714.

Virtual Frame Management Component 132

Returning to FIG. 1, the virtual frame management component 132 may include computer-readable instructions to manage virtual frames that have been created by the virtual frame creation component 130. In various implementations, the virtual frame management component 132 processes instructions to move (translate, rotate, etc.) a virtual frame locked to a virtual object. The virtual frame management component 132 may provide the display management component 122 with instructions to modify display of a locked virtual frame/virtual object.

Virtual Frame Modification Component 134

The virtual frame modification component 134 may include computer-readable instructions to modify virtual frames based on user interactions taken on the virtual frames. Such user interactions may be related to user interaction with various interaction volumes associated with primitives comprising that virtual frame. In various implementations, the virtual frame modification component 134 configures virtual frames with a modification element that users can interact with and use to modify the virtual frames. A “modification element,” as used herein, may refer to any portion of a virtual frame that a user can interact with and that can form the basis of user interaction data collected by, e.g., the user interaction management component 126. In various implementations, modification elements may include specific edges, specific corners, or other portions of virtual frames that users can use to modify the virtual frames. The virtual frame modification component 134 may, at least for a period of time, change the appearance of a modification element of a virtual frame in order to facilitate and/or indicate user interaction with the virtual frame. As an example, the virtual frame modification component 134 may change the appearance of a modification element for a specified time (e.g., a time corresponding to a request to select the modification element in order to modify a virtual frame).

The discussion of the virtual frame modification component 134 may be further augmented using the discussion of FIGS. 9A, 9B, 9C, 9D, and 9E below. FIGS. 9A, 9B, 9C, 9D, and 9E figures illustrate screen captures 900A, 900B, 900C, 900E, and 900E of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen captures 900 may illustrate operations that the virtual frame modification component 134 may take when receiving and/or processing instructions to modify a virtual frame for a virtual object. Though the virtual object is shown as rectangular for simplicity, it is noted the virtual object may comprise any planar shape that can be bounded by a polygon and/or any other planar shape. It is further noted the virtual frame modification techniques illustrated herein are by way of example only, and that the virtual frame modification component 134 may modify virtual frames and/or virtual objects in other manners without departing from the scope and substance of the inventive concepts described herein.

Modifications Using a Plurality of Modification Elements

In some implementations, the virtual frame modification component 134 may configure virtual frames to be modified with a plurality of modification elements that are configured and positioned on opposite sides of a virtual frame. For example, the virtual frame modification component 134 may configure a virtual frame to include a plurality of modification elements on opposite edges, opposite corners, etc., that are triggered upon occurrence of a specific event—such as when a plurality of user interaction elements are within a specified distance from the virtual frame. For example, the trigger for the virtual frame modification component 134 to configure a virtual frame may be related to the interaction of a user interaction element with an interaction volume associated with at least one primitive that comprises the boundary of a virtual frame. The virtual frame modification component 134 may configure the plurality of modification elements to change appearance (e.g., glow) when a corresponding plurality of user interaction elements are within a predefined distance or within the interaction volumes of portions of the modification elements. In some implementations, the appearance of the plurality of modification elements may change only when a corresponding plurality of user interaction elements are within a predefined distance and/or within the interaction volumes of portions of the virtual frame for a specified time (e.g., a time corresponding to a user hovering near or a press-and-hold of the virtual frame).

The virtual frame modification component 134 may configure a plurality of modification elements to receive a plurality of user interactions (e.g., two-handed user interactions) from the plurality of user interaction elements to modify a virtual frame. The plurality of user interactions may comprise inward user interactions along an axis separating the plurality of user interaction elements; these inward user interactions may correspond to a request to make the virtual frame smaller within the virtual environment. The plurality of user interactions may comprise outward user interactions along an axis separating the plurality of user interaction elements; these outward user interactions may correspond to a request to make the virtual frame larger within the virtual environment. In some implementations, the virtual frame modification component 134 may configure a virtual frame to maintain a scaling property (e.g., a height to width ratio) of a virtual frame being modified using a plurality of user interaction elements.

Turning to FIG. 9A, the figure shows a screen capture 900A of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen capture 900A may show modification of a virtual frame 714 and a virtual object 702 using a plurality of (e.g., two) modification elements. The screen capture 900A shows a virtual object 702, which in this example, may comprise a virtual computer screen that is represented as a virtual object in a virtual environment. The screen capture 900A further shows a virtual frame 714 around the virtual object 702. The screen capture 900A further shows a first user interaction element 902 a (e.g., a user interaction element corresponding to a user's first hand) residing near a first modification element 904, and a second user interaction element 902 b (e.g., a user interaction element corresponding to a user's second hand) residing near a second modification element 906. The first user interaction element 902 a and/or the second user interaction element 902 b may correspond to a point cloud based on sensor data from the sensor(s) 102. In this example, the first modification element 904 may correspond to at least a portion of the right lower corner of the virtual frame 714, and the second modification element 906 may correspond to at least a portion of the upper left corner of the virtual frame 714.

In the example of FIG. 9A, the virtual frame modification component 134 may configure the virtual frame 714 to display the first modification element 904 and the second modification element 906 by adding a glow 908 to the first modification element 904 and the second modification element 906. The glow 908 may, but need not, appear when the first modification element 904 and the second modification element 906 are each within a predetermined distance 912 of respective first modification element 904 and second modification element 906. The predetermined distance 912 may correspond to the interaction volumes of respective first modification element 904 and second modification element 906. The virtual frame modification component 134 may further configure the first modification element 904 and the second modification element 906 to detect and/or receive a user interaction 910 from the first user interaction element 902 a and the second user interaction element 902 b. In this example, the user interaction 910 may comprise an inward user interaction that instructs the virtual frame modification component 134 to make the virtual frame 714 smaller. A scaling property of the virtual frame 714 may, but need not, be maintained. In some implementations, the virtual frame modification component 134 may create a resized virtual object 914 and a resized virtual frame 916 in response to the inward user interaction.

Turning to FIG. 9B, the figure shows a screen capture 900B of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen capture 900B may show modification of a virtual frame 714 and a virtual object 702 using a plurality of (e.g., two) modification elements. The screen capture 900B shows a virtual object 702, which in this example, may comprise a virtual computer screen that is represented as a virtual object in a virtual environment. The screen capture 900B further shows a virtual frame 714 around the virtual object 702. The screen capture 900B further shows a first user interaction element 902 a (e.g., a user interaction element corresponding to a user's first hand) residing near a first modification element 918, and a second user interaction element 902 b (e.g., a user interaction element corresponding to a user's second hand) residing near a second modification element 920. The first user interaction element 902 a and/or the second user interaction element 902 b may correspond to a point cloud based on sensor data from the sensor(s) 102. In this example, the first modification element 918 may correspond to at least a portion of the right edge of the virtual frame 714, and the second modification element 920 may correspond to at least a portion of the left edge of the virtual frame 714.

In the example of FIG. 9B, the virtual frame modification component 134 may configure the virtual frame 714 to display the first modification element 918 and the second modification element 920 by adding a glow 922 to the first modification element 918 and the second modification element 920. The glow 922 may, but need not, appear when the first user interaction element 902 a and the second user interaction element 902 b are each within a predetermined distance 934 of respective first modification element 918 and second modification element 920. The predetermined distance 934 may correspond to the interaction volumes of respective first modification element 918 and second modification element 920. The virtual frame modification component 134 may further configure the first modification element 918 and the second modification element 920 to detect and/or receive a user interaction 924 from the first user interaction element 902 a and the second user interaction element 902 b. In this example, the user interaction 924 may comprise an outward user interaction that instructs the virtual frame modification component 134 to make the virtual frame 714 larger. A scaling property of the virtual frame 714 may, but need not, be maintained. In some implementations, the virtual frame modification component 134 may create a resized virtual object 926 and a resized virtual frame 928 in response to the outward user interaction.

Unscaled Modifications Using a Modification Element and a Pivot Point

In various implementations, the virtual frame modification component 134 may configure virtual frames to be modified using a modification element on a specific portion of a virtual frame and using a pivot point inside the virtual frame. The virtual frame modification component 134 may configure a portion of the virtual frame to include a modification element (at least a portion of an edge of a virtual frame, at least a portion of a corner of a virtual frame, etc.) that can be triggered upon occurrence of a specified event, such as when a user interaction element is near the portion of the virtual frame (e.g., when a user interaction element is within the interactive volume of a primitive comprising the boundary of the virtual frame). In some implementations, the virtual frame modification component 134 may identify a pivot point, or a reference point relative to a modification element, inside the virtual frame. The pivot point may supply a point of reference for a user to resize the virtual frame with the modification element. The virtual frame modification component 134 may configure the modification element to change appearance (e.g., to glow) when the user interaction element is within a predefined distance of the modification element. In various implementations, the appearance of the modification element may change only when a user interaction element is within a predefined distance of the virtual frame for a specified time (e.g., a time corresponding to a user hovering near or hard-press selecting the virtual frame). The predefined distance may correspond to the interaction volumes of respective modification elements that are configured within the virtual frame.

The virtual frame modification component 134 may configure a modification element to detect and/or receive one or more unscaled modification user interactions (e.g., one-handed user interactions that do not maintain aspect ratios of user interaction element(s)) from a user interaction element. In various implementations, the modification element may receive user interactions relative to a pivot point in the virtual frame. As examples, the modification element may receive an inward user interaction toward the pivot point; the inward user interaction may comprise an instruction to make the virtual frame smaller within the virtual environment. The modification element may receive an outward user interaction away from the pivot point; the outward user interaction may comprise an instruction to make the virtual frame larger within the virtual environment. In various implementations, the virtual frame modification component 134 may configure a virtual frame to—or not to—maintain a scaling property (e.g., a height to width ratio) of a virtual frame being modified using a modification element and a pivot point. In some implementations, the virtual frame modification component 134 may model the pivot point as a second user interaction element and/or an anchor point that may not be visible to the user in display(s). The second user interaction element may operate to keep the virtual frame fixed in the virtual position of the virtual frame in the virtual frame (e.g., to push in the opposite direction of the force applied to the modification element). In various implementations, the virtual frame modification component 134 may use a force threshold between the pivot point and the modification element above which the virtual frame may be moved. Forces applied to the modification element that meet/exceed the force threshold may cause the virtual frame to be scaled.

Turning to FIG. 9C, the figure shows a screen capture 900C of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen capture 900C may show modification of a virtual frame 714 and a virtual object 702 using a modification element 930 and a pivot point 933. The screen capture 900C shows a virtual object 702, which in this example, may comprise a virtual computer screen that is represented as a virtual object in a virtual environment. The screen capture 900C further shows a virtual frame 714 around the virtual object 702. The screen capture 900C further shows a user interaction element 902 (e.g., a user interaction element corresponding to a user's hand) residing near a modification element 930. The user interaction element 902 may correspond to a point cloud based on sensor data from the sensor(s) 102. The modification element 930 may correspond to at least a portion of the right upper corner of the virtual frame 714. The screen capture 900C further shows a pivot point 933, which in this example, may correspond to a center point of the virtual frame 714.

In the example of FIG. 9C, the virtual frame modification component 134 may configure the virtual frame 714 to display the modification element 930 by adding a glow 932 to the modification element 930. The glow 932 may, but need not, appear when the user interaction element 902 is within a predetermined distance 934 of the modification element 930. The predetermined distance 934 may correspond to the interaction volume of modification element 930. The virtual frame modification component 134 may further configure the modification element 930 to detect and/or receive a user interaction 935 from the user interaction element 902. In this example, the user interaction 935 may comprise an inward user interaction toward the pivot point 933 that instructs the virtual frame modification component 134 to resize the virtual frame 714 to a smaller size within the virtual environment. A scaling property of the virtual frame 714 need not be maintained. In some implementations, the virtual frame modification component 134 may create a resized virtual object 936 and a resized virtual frame 938 in response to the inward user interaction.

Scaled Modifications Using a Modification Element

In some implementations, the virtual frame modification component 134 may configure virtual frames to be modified while maintaining a scaling property; the virtual frame modification component 134 may use a modification element on a specific portion of a virtual frame to achieve the scaling effect. For example, the virtual frame modification component 134 may configure a portion of the virtual frame to include a modification element (at least a portion of an edge of a virtual frame, at least a portion of a corner of a virtual frame, etc.) that is triggered upon occurrence of a specified event, such as when a user interaction element is near the portion of the virtual frame (e.g., when a user interaction element is within the interactive volume of a primitive comprising the boundary of the virtual frame). The virtual frame modification component 134 may configure the modification element to change appearance (e.g., to glow) when the user interaction element is within a predetermined distance of the modification element. In various implementations, the appearance of the modification element may change only when a user interaction element is within a predetermined distance of the virtual frame for a specified time (e.g., a time corresponding to a user hovering near or hard-press selecting the virtual frame). The predetermined distance may correspond to the interaction volume of the modification element.

The virtual frame modification component 134 may configure a modification element to detect and/or receive one or more unscaled modification user interactions (e.g., one-handed user interactions that do not maintain aspect ratios of user interaction element(s)) from a user interaction element. As examples, the modification element may receive an inward user interaction comprising an instruction to make the virtual frame smaller within the virtual environment, or an outward user interaction comprising an instruction to make the virtual frame larger within the virtual environment. In various implementations, the virtual frame modification component 134 may configure a virtual frame to maintain a scaling property (e.g., a height to width ratio) of a virtual frame being modified using a modification element and a pivot point.

Turning to FIG. 9D, the figure shows a screen capture 900D of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen capture 900D may show a scaled modification of a virtual frame 714 and a virtual object 702 using a modification element 940. The screen capture 900D shows a virtual object 702, which, in this example, may comprise a virtual computer screen that is represented as a virtual object in a virtual environment. The screen capture 900D further shows a virtual frame 714 around the virtual object 702. The screen capture 900D further shows a user interaction element 902 (e.g., a user interaction element corresponding to a user's hand) residing near a modification element 940. The user interaction element 902 may correspond to a point cloud based on sensor data from the sensor(s) 102. The modification element 940 may correspond to at least a portion of the right upper corner of the virtual frame 714.

In the example of FIG. 9D, the virtual frame modification component 134 may configure the virtual frame 714 to display the modification element 940 by adding a glow 942 to the modification element 940. The glow 942 may, but need not, appear when the user interaction element 902 is within a predetermined distance 944 of the modification element 940. The predetermined distance 944 may correspond to the interaction volume of the modification element 940. The virtual frame modification component 134 may further configure the modification element 940 to detect and/or receive a user interaction 946 from the user interaction element 902. In this example, the user interaction 946 may comprise an inward user interaction that instructs the virtual frame modification component 134 to resize the virtual frame 714 to a smaller size within the virtual environment. A scaling property of the virtual frame 714 may be maintained in this example. In some implementations, the virtual frame modification component 134 may create a resized virtual object 948 and a resized virtual frame 950 in response to the inward user interaction.

Translations Using a Modification Element

In various implementations, the virtual frame modification component 134 may configure virtual frames to be translated using a modification element on a specific portion of a virtual frame. The virtual frame modification component 134 may configure a portion of the virtual frame to include a modification element (at least a portion of an edge of a virtual frame, at least a portion of a corner of a virtual frame, etc.) upon occurrence of a specified event, such as when a user interaction element is near the portion of the virtual frame (e.g., when a user interaction element is within the interactive volume of a primitive comprising the boundary of the virtual frame). The virtual frame modification component 134 may configure the modification element to change appearance (e.g., to glow) when the user interaction element has taken a specified action against the modification element (e.g., has pressed-and-held the modification element). In various implementations, the appearance of the modification element may change only when a user interaction element is within a predetermined distance of the virtual frame for a specified time (e.g., a time corresponding to a user hovering near or hard-press selecting the virtual frame). The predetermined distance may correspond to the interaction volume of the modification element.

The virtual frame modification component 134 may configure a modification element to detect and/or receive one or more user interactions from a user interaction element. In various implementations, the modification element may receive user interactions (e.g., one- or two-handed user interactions) from the user interaction element. The user interactions may comprise instructions to move a virtual frame from a first virtual reference point in the virtual environment to a second virtual reference point in the virtual environment. In some implementations, the user interactions may comprise a first user interaction that provides a first instruction to select the virtual frame. The first user interaction may comprise a press-and-hold of the virtual frame. The user interactions may comprise a second user interaction that provides a second instruction to translate the virtual frame to another virtual point in the virtual environment. In various implementations, the virtual frame modification component 134 need not modify the size of a virtual frame when the virtual frame is translated in the virtual environment.

Turning to FIG. 9E, the figure shows a screen capture 900E of a virtual environment modeling system used to model user interactions with a virtual frame and a virtual object in a virtual environment, in accordance with some implementations. The screen capture 900E may show a virtual object 702, a virtual frame 714, a user interaction element 902, a virtual x axis 952, a virtual y axis 954, a modification element 956, a glow 958, and a user interaction 960. The user interaction element 902 may correspond to a point cloud based on sensor data from the sensor(s) 102. In this example, the virtual frame modification component 134 may translate the virtual object 702 and the virtual frame 714 to the right based on the user interaction 960 from the user interaction element 902.

Virtual Object Datastore 114, Primitive Datastore 116, Shape Boundary Datastore 118, and User Interaction Datastore 120

The virtual object datastore 114, the primitive datastore 116, the shape boundary datastore 118, and the user interaction datastore 120 may comprise electronic storage media that electronically stores information. The electronic storage media may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with virtual environment management system 100 and/or removable storage that is removably connectable to the virtual environment management system 100 via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). The virtual object datastore 114, the primitive datastore 116, the shape boundary datastore 118, and the user interaction datastore 120 may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. The electronic storage media may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). The electronic storage media may store software algorithms, information determined by processor(s) 110, information received from the virtual environment management system 100, and/or other information that enables the virtual environment management system 100 to function as described herein.

In some implementations, the virtual object datastore 114 is configured to store virtual objects. The primitive datastore 116 may be configured to store primitives. The shape boundary datastore 118 may be configured to store shape boundaries used as the basis of virtual frames. In some implementations, the shape boundary datastore 118 may store polygons used as the basis of virtual frames. In some implementations, the shape boundary datastore 118 may store information for identifying a boundary region of a virtual object based on a mesh, etc. of the virtual object. The user interaction datastore 120 may be configured to store user interaction data.

Flowcharts of Example Methods of Operation

Flowcharts of example methods of operation of the virtual environment management system 100 shown in FIG. 1 and further discussed in the context of FIGS. 1-9E are now presented herein. The operations of the methods of operation presented below are intended to be illustrative. In some implementations, methods may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of methods are illustrated in the figures and described below is not intended to be limiting.

Process 1000 for Interacting with Virtual Objects in a Virtual Environment

FIG. 10 is a flowchart showing an example of a process 1000 for interacting with virtual objects in a virtual environment, in accordance with one or more implementations. The process 1000 may be implemented by one or more of the modules of the virtual frame creation component 130 and/or other modules discussed herein. At an operation 1001, all of the virtual elements in the 3D virtual space may be determined. For example, one or more files corresponding to the virtual 3D space may be accessed from a memory device. The virtual elements may be mapped to initial coordinates within the 3D virtual space.

At an operation 1010, the properties of all the virtual elements determined to be in the virtual 3D space may be accessed from a corresponding file in a memory device. For example, the primitives and their corresponding parameters may be accessed, such as an interaction volume (e.g., charge and one or more field boundaries).

At an operation 1015, it may be determined whether a virtual element may be in a field of view of a sensor. For example, a sensor detecting real world objects may be oriented to coincide with the field of view of a user of a head mounted display (HMD). As the camera may be pointed in a direction corresponding to the movement of the head of user, the view in the virtual 3D space may be mapped to coincide with the movement of the sensor and head. Scanning continues with movement of the user's and/or camera's field of view.

When one or more virtual elements may be detected, any sensor input corresponding to the field of view may be accessed in operation 1020. For example, frames of input from a depth sensor may be accessed and inputs of real world elements mapped to the virtual 3D space. In one example, a hand of user may be detected and mapped or translated to coordinates in the virtual 3D space.

At an operation 1025, for any sensor input, it may be determined whether any of the sensor input may be within an interaction volume of a virtual element. For example, a shortest distance calculation as explained above in association with FIG. 2 may be performed to determine whether a coordinate in the virtual space corresponding to a sensor input may be within boundary of a virtual element as defined by the interaction volume parameter. A spatial partitioning method (i.e., a process of dividing space into indexed and searchable regions) may be applied to speed up the boundary-checking process, and may reduce the computation overhead on the distance calculation. If no sensor input may be detected within the interaction volume of a virtual element, the process returns to operation 1015.

At an operation 1030, for a virtual element having its interaction volume penetrated by a sensor input, the sensor inputs may be applied to the virtual element to determine how the virtual element responds. For example, a force may be determined and applied to the virtual element to determine a response of the virtual element to the applied force.

At an operation 1035, the virtual elements may be rendered according to the outcome of the response determined in operation 1030, and the process returns to operation 1015. For example, the orientation of a virtual element may be rotated around a center of mass associated with the virtual element in response to sensor input corresponding to the user's hand “pushing” on a portion of the virtual element to rotate it (e.g., as shown in FIGS. 6A and 6B).

Process 1100 for Application of Sensor Inputs to Virtual Objects

FIG. 11 is a flowchart showing an example of a process 1100 for application of sensor inputs to a virtual component in a virtual environment, in accordance with one or more implementations. In an example, the process 1100 is implemented as part of operation 1030 in the process 1000 shown in FIG. 10.

At an operation 1101, the shortest distance d_(s) to a virtual element for a sensor input may be determined. For example, the length of a straight line segment orthogonal to a point on the core extending from the point on the core to the coordinates of a point pi (e.g., associated with an input from a sensor) may be determined.

At an operation 1110, a force vector for a sensor input may be determined. For example, the charge and magnitude of the interaction volume may be determined (e.g., q₁) and the charge and magnitude of the input from the sensor may be determined (e.g., q_(i)) and the force may be calculated as:

$\begin{matrix} {F_{1} = {k_{e}\frac{q_{1}q_{i}}{{r_{i\; 1}}^{2}}d_{s}^{i\; 1}}} & {{Equation}\mspace{14mu} 6} \end{matrix}$

At an operation 1120, the forces for all vectors of points within the interaction volume of the virtual element may be summed to determine the total force exerted on the element. For example, the total force exerted on the element can be calculated through the use of the equation: F_=Sum(F_i)

At an operation 1130, the sum of the forces may be applied to the virtual element and an outcome may be determined based on the result of that application. For example, the calculated force for a vector and the parameters of the primitive (e.g., a constraint such as mass and center of mass) may be put into a physics engine or other logic that defines the nature of a manipulation of virtual elements in the virtual 3D space. In one implementation, the physics engine may be a process or application including a collection of equations simulating real world physics and the application of forces. For example, given the force, mass, and center of mass of the virtual element, the physics engine determines a direction and distance travelled in the virtual space from the application of the force, such as determining the linear and angular momentum of a primitive by determining the position and velocity of the primitive relative to the coordinate for the primitive's center of mass.

At an operation 1135, the outcome may be rendered and acted upon. For example, the output from the physics engine describing a direction of movement, an end move coordinate and an orientation may be provided to processor for translation to a graphics rendering of the virtual element in space over time. For example, an application of force to a virtual element may move the virtual element in the virtual 3D space from a first coordinate to a second coordinate along a line and distance determined by the engine. In another example, a force may be applied to a virtual button or touch panel. The movement of the button along a direction of constraint may cause the button to be rendered as depressed and an input corresponding to depressing the button may be activated (e.g., hitting an enter button on a virtual keypad).

Process 1200 for Interacting with Virtual Elements

FIG. 12 is a flowchart showing an example of a process 1200 for interacting with a virtual component in a virtual environment, in accordance with one or more implementations. The process 1200 may be implemented by one or more of the modules of the virtual frame creation component 130 and/or other modules discussed herein.

At an operation 1201, a point cloud from a sensor may be received or accessed. A point of the cloud may correspond to a sensor output. For example, for one frame of the output from a depth camera, the location of all points within a 3D virtual space corresponding to a sensor input for the frame may be determined.

At an operation 1205, the parameters of a virtual element may be determined. For example, the primitive type, the position of the primitive within the 3D virtual space, and the interaction volume parameters may be determined for the virtual element. In this example, a plane primitive may be used to simulate the surface of a touch panel interface (the “panel”) having an interaction volume parameter with a charge of zero from 0 cm to 5 cm from the core plane of the primitive.

At an operation 1207, the shortest distance from the points of the cloud to the panel may be calculated. For example, a line orthogonal to the surface of the primitive and intersecting a point of the cloud may be determined for points of the cloud.

At an operation 1210, points of the cloud within the interaction volume boundary may be back-projected onto the surface of the virtual element. For example, all points of the cloud having a shortest distance that may be less than the distance of the interaction volume parameter may be determined. All points determined to be within the interaction volume of the virtual element may be back-projected on the surface of the primitive at the point located where one or more orthogonal lines corresponding to the shortest distance to a sensor input intersects the surface of the primitive of the virtual element.

At an operation 1220, a weighted vector (e.g., (x, y, w) where x, y may be the coordinates of the vector and w may be the weight of the interaction with the primitive) may be determined for back-projected point(s). For example, a weight w for sensor input i may be determined as w_(i)=f(c)*g(d_(i)) where c may be a confidence value of the point cloud data and d may be the distance of the input i from the primitive, and f(x) and g(x) may be penalty functions for the parameters c and d. In this example, w implements a noise filter and penalty functions to decrease the significance of the weight of an input when the ₂₅ data may be noisy. In one example, a penalty function observes the distribution of the points (i.e., the variance) of the point of cloud to adjust the w (e.g., when the points of the cloud may be clustered tightly the variance may be considered to be lower and confidence may be higher, and when the points may be distributed variance may be greater and confidence may be lower).

At an operation 1230, “clusters”—a group of points that may be contained within a fixed boundary—may be determined and tracked from the back-projected points. When a group of back-projected points may be clustered on surface of a primitive modeling a virtual element that resembles and functions as a multi-touch panel, it may indicate that a user may be interacting with the surface of the panel (e.g., entering an input of a button or adjusting the presentation of content, such as pinch to zoom). In this example, a clustering algorithm may be applied to all the back-projected points to determine clusters or groups of related points and track them (e.g., to determine an event related thereto such as a scroll event). To do this, first, a cluster list may be created. For the first frame of sensor data received, the cluster list does not contain any clusters, as the clusters have not yet been calculated from the back-projected points. The back projected points determined from the first frame may be then clustered.

In one example of the clustering process, a bounding box of a predetermined size may be used (e.g., a 3×3 cm box) to determine a cluster. The primitive surface may be first scanned for back-projection points. When a back-projection point of the back-projected image may be detected, it may be determined whether the point falls into the bounding box of a previously-identified cluster. If no previously-identified cluster exists around the point, a new cluster may be created, a unique ID may be assigned to the cluster, the point may be added to the cluster, and the ID may be added to the list. For new cluster(s), it may be determined if any additional points may be within the bounding box around the point.

For additional point(s) within the box, the point may be added to the cluster ID. The scan continues until all points may be assigned to a cluster ID. The clusters may be then filtered to remove clusters that may be associated with noise. For example, any cluster having too few back projection points may be removed and its ID may be deleted from the cluster list.

A centroid (e.g., the arithmetic mean (“average”) position of all the points in the cluster) may be ₂₀ determined for cluster ID(s) and the position of the centroid may be stored with the cluster ID. The centroid may be considered the location of the cluster on the panel virtual element.

The cluster list with the IDs and location of cluster(s) may be matched against the cluster list derived from the last input frame to determine whether any cluster corresponds to a previous cluster. For example, if the distance between the locations of two clusters may be less than the size of the cluster bounding box, the clusters may be considered matching clusters. In this case, the ID of the current cluster may be removed from the list, and the position of the centroid of the current cluster (e.g., the location on the panel) of the cluster position may be added to the ID for the previous matching cluster. For any cluster not matching a previous cluster, the unique ID may be preserved in the list. In this manner, the movement of a cluster may be traced from one sensor input frame to the next.

At an operation 1260, the location saved for cluster(s) of an ID in the list may be filtered. For example, a motion filter, such as Kalman filter or the like may be applied to tracked location(s) associated with an ID to reduce effects such as jitter. The filtered location may be then saved to the cluster list.

At an operation 1265, it may be determined whether an event associated with the centroids stored in the cluster may be triggered. For example, in some implementations of multi-touch panel virtual element, the position of one or more tracked centroids may indicate a trigger event, such as a swipe, a tap, or a multi-finger gesture (e.g., a pinch to zoom event). For example, movement of a cluster along a line for a predetermined distance in the same direction may indicate that a scroll up event has been triggered causing the content presented in association with the virtual panel to scroll up.

In various implementations, the operation 1201 through the operation 1265 are repeated for frame(s) input from the sensor. The operation 1201 through the operation 1265 may allow a virtual component in a virtual environment to be interacted with.

Process 1300 for Modifying an Interaction Volume of a Virtual Frame in a Virtual Environment in Response to a User Interaction

FIG. 13 is a flowchart showing an example of a process 1300 for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations. The process 1300 may be implemented by one or more of the modules of the virtual frame modification component 134 and/or other modules discussed herein.

At an operation 1302, a virtual frame for a virtual object in a virtual environment may be obtained. The virtual frame may include one or more primitive virtual elements, such as one or more primitive line elements that were assembled into the virtual frame and have spatial dimensions. In accordance with the physics systems described herein, the virtual frame may be associated with at least a portion of an interactive volume of the virtual object. The virtual frame may comprise a shape such as a polygon, and/or specific type of polygon, such as a rectangle.

In various implementations, the virtual frame may include a modification element that is ultimately used to modify a rendering of the virtual object using the techniques described herein. In some implementations, the modification element may comprise opposite ends of the virtual frame, such as opposite portions of edges or opposed portions of corners of the virtual frame. An axis may separate the opposite ends of the virtual frame. In various implementations, the modification element may comprise a corner of the virtual frame that couples at least two primitive line elements to one another on the virtual frame, or on a portion thereof. In some implementations, a pivot point may be associated with the modification element. The pivot point may provide a reference point for resizing the virtual frame. The pivot point may, but need not, reside within the virtual frame, such as at a center point of the virtual frame.

At an operation 1304, instructions that a user interaction element is near the modification element may be received. The instructions may be based on the interaction between the user interaction element and an interaction volume associated with the line primitives corresponding to the modification element. In some implementations, the user interaction element may comprise a single hand, a pair of hands, etc. At an operation 1306, the modification element may be visually changed in response to receiving the instructions that the user interaction element is near the modification element. The modification element may be configured to glow or otherwise change appearance in response to the user interaction element being within a predefined distance of the modification element.

At an operation 1308, a user interaction may be received on the modification element. The user interaction may correspond to a request to modify the rendering of the virtual object in the virtual environment using the modification element. In some implementations, the user interaction may comprise a request from a plurality of user interaction elements, such as a pair of hands, to resize the virtual frame using the modification element. In some implementations, the user interaction may comprise a request from a single user interaction element, such as a single hand, to resize the virtual frame in relation to a pivot point related to the modification element. In various implementations, the user interaction may comprise a request from a user interaction element to resize the virtual frame while maintaining a scaling property (e.g., a height to width ratio) of the virtual frame. The user interaction may further comprise a request to translate the virtual frame and the virtual object from a first virtual point in the virtual environment to a second virtual point in the virtual environment. The user interaction may be based on sensor data taken from one or more sensors. The position of the user interaction in the virtual environment may be identified using the techniques described herein. In some implementations, the user interaction may comprise one or more of an action in a purely VR system and an action in an AR system.

At an operation 1310, spatial dimensions of the primitive virtual elements of the frame boundary of the virtual frame may be modified in accordance with the request. In some implementations, the primitive virtual elements of the frame boundary of the virtual frame may be configured to resize the virtual frame, such as by making the virtual frame smaller or larger within the virtual environment. Scale may, but need not, be maintained in various implementations. In various implementations, the primitive virtual elements of the frame boundary of the virtual frame may be configured to translate the virtual frame from a first virtual location in the virtual environment to a second virtual location in the virtual environment. At an operation 1312, the rendering of the virtual object may be modified in accordance with the request. In some implementations, the virtual object may be resized, translated, etc. in order to fit within the virtual frame. At an operation 1314, an interaction volume of the primitive virtual elements of the frame boundary may be modified in accordance with the request.

Process 1400 for Modifying an Interaction Volume of a Virtual Frame in a Virtual Environment in Response to a User Interaction

FIG. 14 is a flowchart showing an example of a process 1400 for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations. The process 1400 may be implemented by one or more of the modules of the virtual frame modification component 134 and/or other modules discussed herein.

At an operation 1402, a virtual frame for a virtual object in a virtual environment may be obtained. The virtual frame may include one or more primitive virtual elements, such as one or more primitive line elements that were assembled into the virtual frame and have spatial dimensions. In accordance with the physics systems described herein, the virtual frame may be associated with at least a portion of an interactive volume of the virtual object. The virtual frame may be based on a shape such as a polygon, and/or specific type of polygon, such as a rectangle.

In various implementations, the virtual frame may include one or more modification elements that are ultimately used to modify a rendering of the virtual object using the techniques described herein. The modification element(s) may comprise opposed ends of the virtual frame. In some implementations, the opposed ends of the virtual frame may comprise portions of opposite edges of the virtual frame. In various implementations, the opposite ends of the virtual frame may comprise portions of opposite corners of the virtual frame. In some implementations, the opposite ends of the virtual frame may comprise any portions of the virtual frame that are separated from one another by an axis running through the virtual frame. In various implementations, the opposite ends of the virtual frame may comprise portions of the virtual frame that can be touched, interacted with, etc. by virtual representations of the two hands of a user and/or any portions of the virtual frame that can receive an inward or outward user interaction using two hands.

At an operation 1404, instructions that a user interaction element is near the modification element(s) may be received. The instructions may be based on the interaction between the user interaction element and an interaction volume associated with the line primitives corresponding to the modification element. In some implementations, the user interaction element may comprise a single hand, a pair of hands, etc. At an operation 1406, the modification element(s) may be visually changed in response to receiving the instructions that the user interaction element is near the modification element(s). The modification element(s) may be configured to glow or otherwise change appearance in response to the user interaction element being within a predetermined distance of the modification element(s).

At an operation 1408, a user interaction may be received on the modification element(s). The user interaction may correspond to a request to modify the rendering of the virtual object in the virtual environment using the modification element(s). In some implementations, the user interaction may comprise a request from a plurality of user interaction elements, such as a pair of hands, to resize and/or translate the virtual frame using the modification element(s).

At an operation 1410, spatial dimensions of the primitive virtual elements of the frame boundary of the virtual frame may be modified in accordance with the request. In some implementations, the primitive virtual elements of the frame boundary of the virtual frame may be configured to resize the virtual frame, such as by making the virtual frame smaller or larger. Scale may, but need not, be maintained in various implementations. In various implementations, the primitive virtual elements of the frame boundary of the virtual frame may be configured to translate the virtual frame from a first virtual location in the virtual environment to a second virtual location in the virtual environment. At an operation 1412, the rendering of the virtual object may be modified in accordance with the request. In some implementations, the virtual object may be resized, translated, etc. in order to fit within the virtual frame. At an operation 1414, an interaction volume of the primitive virtual elements of the frame boundary may be modified in accordance with the request.

Process 1500 for Modifying an Interaction Volume of a Virtual Frame in a Virtual Environment in Response to a User Interaction

FIG. 15 is a flowchart showing an example of a process 1500 for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations. The process 1500 may be implemented by one or more of the modules of the virtual frame modification component 134 and/or other modules discussed herein.

At an operation 1502, a virtual frame for a virtual object in a virtual environment may be obtained. The virtual frame may include one or more primitive virtual elements, such as one or more primitive line elements that were assembled into the virtual frame and have spatial dimensions. In accordance with the physics systems described herein, the virtual frame may be associated with at least a portion of an interactive volume of the virtual object. The virtual frame may comprise a shape such as a polygon, and/or specific type of polygon, such as a rectangle.

In various implementations, the virtual frame may include one or more modification element(s) that are ultimately used to modify a rendering of the virtual object using the techniques described herein. The modification element(s) may comprise at least a portion of a frame corner that couples two line primitives of the virtual frame. The modification element(s) may be configured to receive user interaction by a single user interaction element, such as a user's hand. The modification element(s) may, but need not, be associated with a pivot point in the virtual frame.

At an operation 1504, instructions that a user interaction element is near the modification element may be received. The instructions may be based on the interaction between the user interaction element and an interaction volume associated with the line primitives corresponding to the modification element(s). In some implementations, the user interaction element may comprise a single hand, a pair of hands, etc. At an operation 1506, the modification element(s) may be visually changed in response to receiving the instructions that the user interaction element is near the modification element(s). The modification element(s) may be configured to glow or otherwise change appearance in response to the user interaction element being within a predefined distance of the modification element(s).

At an operation 1508, a user interaction may be received on the frame corner. The user interaction may correspond to a request to modify the rendering of the virtual object in the virtual environment using the modification element(s). In some implementations, the user interaction may comprise a request from the user interaction element, such as the hand, to resize and/or translate the virtual frame using the modification element(s).

At an operation 1510, spatial dimensions of the primitive virtual elements of the frame boundary of the virtual frame may be modified in accordance with the request. In some implementations, the primitive virtual elements of the frame boundary of the virtual frame may be configured to resize the virtual frame, such as by making the virtual frame smaller or larger within the virtual environment. Scale may, but need not, be maintained in various implementations. In various implementations, the primitive virtual elements of the frame boundary of the virtual frame may be configured to translate the virtual frame from a first virtual location in the virtual environment to a second virtual location in the virtual environment. At an operation 1512, the rendering of the virtual object may be modified in accordance with the request. In some implementations, the virtual object may be resized, translated, etc. in order to fit within the virtual frame. At an operation 1514, an interaction volume of the primitive virtual elements of the frame boundary may be modified in accordance with the request.

Process 1600 for Modifying an Interaction Volume of a Virtual Frame in a Virtual Environment in Response to a User Interaction

FIG. 16 is a flowchart showing an example of a process 1600 for modifying an interaction volume of a virtual frame in response to a user interaction, in accordance with one or more implementations. The process 1600 may be implemented by one or more of the modules of the virtual frame modification component 134 and/or other modules discussed herein.

At an operation 1602, a virtual frame for a virtual object in a virtual environment may be obtained. The virtual frame may include one or more primitive virtual elements, such as one or more primitive line elements that were assembled into the virtual frame and have spatial dimensions. In accordance with the physics systems described herein, the virtual frame may be associated with at least a portion of an interactive volume of the virtual object. The virtual frame may comprise a shape such as a polygon, and/or specific type of polygon, such as a rectangle.

In various implementations, the virtual frame may include a modification element that is ultimately used to modify a rendering of the virtual object using the techniques described herein. The modification element may comprise at least a portion of a frame edge that corresponds to a portion of a line primitive used to build the virtual frame. The modification element may be configured to receive user interaction by a single user interaction element, such as a user's hand. The modification element may, but need not, be associated with a pivot point in the virtual frame.

At an operation 1604, instructions that a user interaction element is near the modification element may be received. The instructions may be based on the interaction between the user interaction element and an interaction volume associated with the line primitives corresponding to the modification element. In some implementations, the user interaction element may comprise a single hand, a pair of hands, etc. At an operation 1606, the modification element may be visually changed in response to receiving the instructions that the user interaction element is near the modification element. The modification element may be configured to glow or otherwise change appearance in response to the user interaction element being within a predefined distance of the modification element.

At an operation 1608, a user interaction may be received on the frame edge. The user interaction may correspond to a request to modify the rendering of the virtual object in the virtual environment using the modification element. In some implementations, the user interaction may comprise a request from the user interaction element, such as the hand, to resize and/or translate the virtual frame using the modification element.

At an operation 1610, the rendering of the virtual object may be modified in accordance with the request. In some implementations, the virtual object may be resized, translated, etc. in order to fit within the virtual frame. At an operation 1612, an interaction volume of the primitive virtual elements of the frame boundary may be modified in accordance with the request.

Example Hardware Implementations Example Processing System 1700

FIG. 17 shows a block diagram illustrating example components of a processing system 1700, in accordance with some implementations. The processing system 1700 may include a depth sensor input system 1702, a virtual element properties system 1704, a vector determination system 1706, a physics engine/event processor 1708, and a display rendering system 1710. One or more of the elements of the processing system 1700 may correspond to one or more of the elements of the virtual environment management system 100, shown in FIG. 1.

In some implementations, inputs from a depth sensor input system 1702 and parameters for a virtual element provided to the virtual element properties system 1704 may be input to the vector determination system 1706. In various implementations the vector determination system 1706 may implement one or more of the vector determinations derived by the process 900 shown in FIG. 9, the process 1000 shown in FIG. 10, the process 1100 shown in FIG. 11, the process 1200 shown in FIG. 12, the process 1300 shown in FIG. 13, and/or the process 1400 shown in FIG. 14. The vectors determined by the vector determination system 1706 along with the parameters are inputs to the physics engine/event processor 1708 (which may comprise physics engine(s), event engine(s), user interaction engine(s), and/or any other defined logic to determine events and render of content associated with a virtual element within a 3D virtual environment based on the input from the sensors). The data may be output to another program or application to cause rendering of the content associated with an event for viewing by a user. For example, the output may be provided to the display rendering system 1710 for rendering in a display or other visual output device. In this manner, input corresponding to real world objects may be used to influence and manipulate virtual elements using a charge and interaction volume.

Example Head Mounted Display System (HMD) 1800

FIGS. 18A, 18B, 18C, 18D, and 18E illustrate examples of head mounted display (HMD) components of a system for displaying a virtual environment, in accordance with one or more implementations.

FIGS. 18A, 18B, and 18C show a perspective view, front view, and bottom view, respectively, of one example of an HMD 1800. As shown the HMD includes a visor 1801 attached to a housing 1802, straps 1803, and a mechanical adjuster 1810 used to adjust the position and fit of the HMD to provide comfort and optimal viewing by a user of the HMD 1800. The visor 1801 may include one or more optical elements, such as an image combiner, that includes a shape and one or more reflective coatings that reflect an image from an image source 1820 to the eyes of the user. In one example, the coating is partially reflective allowing light to pass through the visor to the viewer and thus create a synthetic image in the field of view of the user overlaid on the user's environment and provide an augmented reality user interface. The visor 1801 can be made from a variety of materials, including, but not limited to, acrylic, polycarbonate, PMMA, plastic, glass, and/or the like and can be thermoformed, single diamond turned, injection molded, and/or the like to position the optical elements relative to an image source and eyes of the user and facilitate attachment to the housing of the HMD.

In one implementation, the visor 1801 may include two optical elements, for example, image regions 1805, 1806 or clear apertures. In this example, the visor 1801 also includes a nasal or bridge region, and two temporal regions. The image regions are aligned with the position 1840 of one eye of a user (e.g., as shown in FIG. 18B) to reflect an image provided from the image source 1820 to the eye of a user of the HMD. A bridge or nasal region is provided between the two image regions to connect the image regions 1805 and the image regions 1806. The image regions 1805 and 1806 mirror one another through the y-z plane that bisects the nasal rejoin. In one implementation, the temporal region extends to an outer edge of the image region wrapping around the eyes to the temple housing of the HMD to provide for peripheral vision and offer support of the optical elements such that the image regions 1805 and 1806 do not require support from a nose of a user wearing the HMD.

In one implementation, the housing may include a molded section to roughly conform to the forehead of a typical user and/or may be custom-fitted for a specific user or group of users. The housing may include various electrical components of the system, such as sensors 1830, a display, a processor, a power source, interfaces, a memory, and various inputs (e.g., buttons and controls) and outputs (e.g., speakers) and controls in addition to their various related connections and data communication paths. FIG. 18D shows an example implementation in which the processing device is implemented outside of the housing 1802 and connected to components of the HMD using an interface (e.g., a wireless interface, such as Bluetooth or a wired connection, such as a USB wired connector); FIG. 18E shows some implementations in which the processing device is implemented inside of the housing 1802.

The housing 1802 positions one or more sensors 1830 that detect the environment around the user. In one example, one or more depth sensors are positioned to detect objects in the user's field of vision. The housing also positions the visor 1801 relative to the image source 1820 and the user's eyes. In one example, the image source 1820 may be implemented using one or more displays. For example, the image source may be a single display. If an optical element of the image regions 1805, 1806 of the visor is provided for eyes of user(s), the display may be partitioned into at least two halves. For example, the halves may display an image intended for a separate eye. In another example, two displays may be provided. In this example, the display is paired with a corresponding optical element or image area, where the pair provides an image to an eye of the user. Examples of displays include a liquid crystal display (LCD), a Light Emitting Diode (LED) display, a flexible organic LED (OLED) display, a Liquid Crystal on Silicon (LCoS or LCOS) and/or a fiber optic projection system. In one example, a single 4.5- to 5.2-inch diagonal Liquid Crystal Display (LCD) may be used. In another example, dual 2.8-3.4-inch diagonal LCDs, one for eyes, may be used.

In some implementations, the display may be part of a mobile phone or other mobile device that is separate from, but placed within and/or affixed to, the HMD and/or HMD housing and is subsequently detachable or removable therefrom. For example, a user-accessible opening may be provided to accept and position a mobile phone or other mobile device with a display to provide an image source for the HMD. In this example, a hatch or a slot is configured to accept the mobile phone or other mobile device and provide access to a guide, a rail, one or more walls, or a shelf to position the display of the mobile device or mobile phone outside the field of view and at the geometries according to the descriptions and examples provided herein. In yet another example, an opening may provide one or more fasteners, such as a clip or deformable member that accept and detachably lock and position the display of the mobile device or mobile phone outside the field of view and at the geometries allowing reflection to the user's eyes.

As shown in FIGS. 18D and 18E, a processing device may implement one or more applications or programs. In one example, the processing device includes an associated memory storing one or more applications implemented by the processing device that generate digital image data depicting one or more of graphics, a scene, a graphical user interface, a computer game, a movie, content from the Internet, such as web content accessed from the World Wide Web, among others, that are to be presented to a viewer of the wearable HMD. Examples of applications includes media players, mobile applications, browsers, video games, and graphic user interfaces, to name but a few. In addition, virtual elements corresponding to output of the various applications may be made interactive through use of a 3D environment application implemented using any of the process 1000, the process 1100, the process 1200, the process 1300, the process 1400, the process 1500, and the process 1600 described herein.

One example of a head mounted display system and components thereof is described in U.S. patent application Ser. No. 14/945,372 titled “Wide Field of View Head Mounted Display Apparatuses, Methods and Systems” filed Nov. 18, 2015, which is herein incorporated by reference in its entirety.

As described above, the techniques described herein for a wearable AR system can be implemented using digital electronic circuitry, or in computer hardware, firmware, software, or in combinations of them in conjunction with various combiner imager optics. The techniques can be implemented as a computer program product, i.e., a computer program tangibly embodied in a non-transitory information carrier, for example, in a machine-readable storage device, in machine readable storage medium, in a computer-readable storage device or, in computer-readable storage medium for execution by, or to control the operation of, data processing apparatus or processing device, for example, a programmable processor, a computer, or multiple computers. A computer program can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in the specific computing environment. A computer program can be deployed to be executed by one component or multiple components of the vision system.

The exemplary processes and others can be performed by one or more programmable processing devices or processors executing one or more computer programs to perform the functions of the techniques described above by operating on input digital data and generating a corresponding output. Method steps and techniques also can be implemented as special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application-specific integrated circuit).

Processing devices or processors suitable for the execution of a computer program include, by way of example, both general and special purpose microprocessors, and any one or more processors of any kind of digital computer. Generally, a processor will receive instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer are a processor for executing instructions and one or more memory devices for storing instructions and data. The processing devices described herein may include one or more processors and/or cores. Generally, a processing device will also include, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, such as, magnetic, magneto-optical disks, or optical disks. Non-transitory information carriers suitable for embodying computer program instructions and data include all forms of non-volatile memory, including by way of example semiconductor memory devices, such as, EPROM, EEPROM, and flash memory or solid state memory devices; magnetic disks, such as, internal hard disks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in special purpose logic circuitry.

The HMD may include various other components including various optical devices and frames or other structure for positioning or mounting the display system on a user allowing a user to wear the vision system while providing a comfortable viewing experience for a user. The HMD may include one or more additional components, such as, for example, one or more power devices or connections to power devices to power various system components, one or more controllers/drivers for operating system components, one or more output devices (such as a speaker), one or more sensors for providing the system with information used to provide an augmented reality to the user of the system, one or more interfaces from communication with external output devices, one or more interfaces for communication with an external memory devices or processors, and one or more communications interfaces configured to send and receive data over various communications paths. In addition, one or more internal communication links or busses may be provided in order to connect the various components and allow reception, transmission, manipulation and storage of data and programs.

Although the disclosed technology has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the disclosure is not limited to any particular implementations, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present disclosure contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation. 

1. A method to modify spatial dimensions of a virtual object in a virtual environment in response to a user interaction, the method comprising: obtaining a virtual object having a virtual frame, the virtual frame having spatial dimensions, the virtual frame including: a frame boundary, the frame boundary comprising an interaction volume defining an area of interactivity with the virtual object; and a modification element distinct within the frame boundary, the modification element being associated with a portion of the frame boundary, the modification element being configured to receive a user interaction to facilitate a modification of a rendering of the virtual object in the virtual environment; receiving the user interaction with the modification element, the user interaction including a simulated physical engagement with the modification element, the user interaction corresponding to a request to modify the rendering of the virtual object in the virtual environment; and modifying, in accordance with the request: the spatial dimensions of the virtual frame; and the rendering of the virtual object in coordination with the modification of the spatial dimensions of the virtual frame.
 2. The method of claim 1, wherein the virtual frame is configured to have a shape of a polygon.
 3. The method of claim 2, wherein the polygon is a rectangle.
 4. The method of claim 1, wherein: the modification element is disposed on a corner of the virtual frame; and the user interaction corresponds to a request to move the corner along an axis coupling the corner to a center of the virtual frame.
 5. The method of claim 4, wherein the user interaction corresponds to an inward user interaction moving the corner toward a center of the virtual frame, or an outward user interaction moving the corner away from the center of the virtual frame.
 6. The method of claim 4, further comprising: identifying a distance between the corner and a location of the user interaction; assigning a virtual tension to the location of the user interaction based on the distance; and modifying the spatial dimensions based on the virtual force.
 7. The method of claim 1, wherein: the modification element is disposed on a corner of the virtual frame; and the user interaction corresponds to a request to resize the virtual frame along a pivot point at a center of the virtual frame.
 8. The method of claim 7, wherein resizing the virtual frame comprises maintaining a scale of the virtual frame.
 9. The method of claim 1, wherein: the modification element is disposed on an edge of the virtual frame; and the user interaction corresponds to a translation gesture moving the virtual frame from a first anchor point in the virtual environment to a second anchor point in the virtual environment.
 10. The method of claim 9, wherein the virtual frame is configured to resist movement when at the first anchor point until the user interaction applies a specified virtual force to the modification element, the specified virtual force exceeding a predetermined force threshold for the virtual frame.
 11. The method of claim 1, wherein the modification element changes a color in response to receiving instructions that a user interaction element is near the modification element.
 12. The method of claim 1, wherein the modification element changes a size or a shape in response to receiving instructions that a user interaction element is near the modification element.
 13. A system configured to modify spatial dimensions a virtual object in a virtual environment in response to a user interaction, the system comprising: memory; one or more physical computer processors coupled to the memory, the one or more physical computer processors configured by computer readable instructions stored in the memory to: obtain a virtual object having a virtual frame, the virtual frame having spatial dimensions, the virtual frame including: a frame boundary, the frame boundary comprising an interaction volume defining an area of interactivity with the virtual object; and a modification element distinct within the frame boundary, the modification element being associated with a portion of the frame boundary, the modification element being configured to receive a user interaction to facilitate a modification of a rendering of the virtual object in the virtual environment; receive the user interaction with the modification element, the user interaction including a simulated physical engagement with the modification element, the user interaction corresponding to a request to modify the rendering of the virtual object in the virtual environment; and modify, in accordance with the request: the spatial dimensions of the virtual frame; and the rendering of the virtual object in coordination with the modification of the spatial dimensions of the virtual frame.
 14. The system of claim 13, wherein the virtual frame is configured to have a shape of a polygon.
 15. The system of claim 14, wherein the polygon is a rectangle.
 16. The system of claim 13, wherein: the modification element is disposed on a corner of the virtual frame; and the user interaction corresponds to a request to move the corner along an axis coupling the corner to a center of the virtual frame.
 17. The system of claim 16, wherein the user interaction corresponds to an inward user interaction moving the corner toward a center of the virtual frame, or an outward user interaction moving the corner away from the center of the virtual frame.
 18. The system of claim 16, wherein the one or more physical computer processors are further configured by the computer readable instructions stored in the memory to: identify a distance between the corner and a location of the user interaction; assign a virtual tension to the location of the user interaction based on the distance; and modifying the spatial dimensions based on the virtual force.
 19. The system of claim 13, wherein: the modification element is disposed on a corner of the virtual frame; and the user interaction corresponds to a request to resize the virtual frame along a pivot point at a center of the virtual frame.
 20. The system of claim 19, wherein resizing the virtual frame comprises maintaining a scale of the virtual frame.
 21. The system of claim 13, wherein: the modification element is disposed on an edge of the virtual frame; and the user interaction corresponds to a translation gesture moving the virtual frame from a first anchor point in the virtual environment to a second anchor point in the virtual environment.
 22. The system of claim 21, wherein the virtual frame is configured to resist movement when at the first anchor point until the user interaction applies a specified virtual force to the modification element, the specified virtual force exceeding a predetermined force threshold for the virtual frame.
 23. The system of claim 13, wherein the modification element changes a color in response to receiving instructions that a user interaction element is near the modification element.
 24. The system of claim 13, wherein the modification element changes a size or a shape in response to receiving instructions that a user interaction element is near the modification element. 